ArenaNet:Guild Wars 2 suggestions/Scratchpad

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Image:Warning-Logo.png Warning: This page was moved from User:Gaile Gray's userspace to the ArenaNet namespace. As part of the process, the GW2 suggestions page will be moving to a categorical format. Please add any new suggestions at ArenaNet:Guild Wars 2 suggestions, not this page!



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Contents

Different Races, different abilities

moved to ArenaNet:Guild Wars 2 suggestions/Each race should have different abilities

I need a Barber

moved to ArenaNet_talk:Guild_Wars_2_suggestions/Characters_should_have_changeable_hair_styles

Make Tengu a Playable Race

moved to ArenaNet talk:Guild Wars 2 suggestions/Tengu should be a playable race

Duelling other players both in pve and pvp

moved to ArenaNet talk:Guild Wars 2 suggestions/Include areas in game for dueling

Death Penalty

moved to ArenaNet:Guild Wars 2 suggestions/Remove death penalty from the game

Allow New GW2 Name Linked to HoM Benefits

moved to ArenaNet:Guild Wars 2 suggestions/Character name and HoM inheritance

Making Joining a Guild Character Based

moved to ArenaNet:Guild Wars 2 suggestions/Joining a guild should be character based

Bows Firing At Melee

moved to ArenaNet:Guild Wars 2 suggestions/Bows

Option To Use Your Other Characters as Heroes

moved to ArenaNet:Guild Wars 2 suggestions/Heroes

Fewer Loading Screens

moved to ArenaNet talk:Guild Wars 2 suggestions/Fewer Load Screens

Elite Areas

moved to ArenaNet talk:Guild Wars 2 suggestions/Elite Areas

Different Armor Skins Based on Play Type and/or Titles

moved to ArenaNet talk:Guild Wars 2 suggestions/Animated armor textures

Suggestions on Suggesting

moved to ArenaNet_talk:Guild Wars 2 suggestions

Running

moved to ArenaNet talk:Guild Wars 2 suggestions/Running

Adv. Animal Panel

moved to ArenaNet talk:Guild Wars 2 suggestions/Adv. Animal Panel

LoS Aggro?

moved to ArenaNet_talk:Guild_Wars_2_suggestions/Aggro_Methods

New Monsters Throughout Game

moved to ArenaNet talk:Guild Wars 2 suggestions/New Monsters Throughout Game

Toilets

I think its about time we allow our characters to relieve theirselves by letting them use the loo. My poor character has no option but to hold it in, and this i think, would cause all of us to suffer over a period of time. so maybe if our characters started aching to go to the toilet but you wasn't letting them, their health could degrade slightly, over time. This would only be time you are online of course, and not downtime. Then when your character finally drops their load, health could be rewarded, depending on toiletry statistics? This could also be effected by drinking alcohol, or even eating things, like donner kebabs? --81.178.39.22 13:44, 25 April 2008 (UTC)

And an associated title track. On second thought, no. -- Alaris_sig Alaris 13:57, 25 April 2008 (UTC)
This is not The Sims. -- Gordon Ecker 21:23, 25 April 2008 (UTC)
GLF crapper for HA(7/8) -_- 71.31.149.63 22:22, 25 April 2008 (UTC)
If you want toilets you also want eat/drink/sleep/rest etc with in game stat degrade for all of them and no I don't want to have to micro manage my characters stats Guildwars is not a version of the Sims that fight monsters. I will however support a usable toilet animation in game where your character actually sits down on one and all it does is just gives you like a temp bonus to stanima or something.122.109.43.82 03:47, 26 April 2008 (UTC)
Eating, drinking, resting, fine. Just the emotes, no bonuses or titles pls. Toilets, no. Unless it's in a booth and we can't see inside, and even then. -- Alaris_sig Alaris 05:10, 26 April 2008 (UTC)
Eat/drink/rest I have no problem if it restores what you have lost like mana or health (wow style) in fighting but not a 'You degrade x amount per min till until you die after 2 hours if you don't eat' that is just taking the sims concept and micromanagement too far. 122.109.43.82 04:58, 27 April 2008 (UTC)
And the sims sucked :\ I play games to have fun, not pretend to live a life in the real world. 71.31.149.63 05:30, 27 April 2008 (UTC)
I guess only theng from this suggestion that actually might be let live is /pee emote ^^ Ratys 19:31, 27 April 2008 (UTC)
And the flowers will grow <-- comment to go with the /pee emote just had to say it, Too much postal 2 here hehe.122.109.43.82 15:58, 28 April 2008 (UTC)
Completely useless, just one more way of letting idiots becoming profound idiots ingame, doesn't change Anything other then rating of the game to 18+ Biz 13:39, 29 April 2008 (UTC)
I cannot imagine this anon was serious, i think he's just laughing his head off about what we reply to his comment. —ZerphatalkThe Improver 13:51, 29 April 2008 (UTC)
I didn't even thought you could take that serious... Of course I'm kidding! And yes, laughing right now ^^ Sorry if that hurts someone Ratys 11:56, 4 May 2008 (UTC)
As long as you remember to "/Flush" (Monkenstien)
kinda reminds me of "/bowhead" in combination with Divine_Aura
TY whoever posted this... I needed the comic relief after that one where they wanted to mix WoW and GW... This had to have been a joke... not that I'm exactly quaking w/ mirth... but it is a about the dunmbest Idea I've seen yet... (no offense meant if this was serious)Zeph 01:04, 2 June 2008 (UTC)
Woah. This is the old ages here my friend. Where did you get toilets from?! I mean rangers went in the bush, eles casted some vanishing spell, wars probably got thirsty and drank it, and necros..they just crapped themselves. I have to tell you though, I need that laugh, lol. 76.240.199.123 05:47, 4 June 2008 (UTC)

This is such a #2 idea. Image:User_Woop_sig.pngWoop ‧ talk ‧ 05:32, 29 August 2008 (UTC)

Sea Travel and Boats

moved to ArenaNet talk:Guild Wars 2 suggestions/Battle at Sea

Sprays Like in Counter Strike

I want to be able to spray paint all over the world to customize it.

retarded idea imo
I happen to agree with the above statement. I say no.
If it was forever It would mean logos everywhere and we all would have to update our game all the time with the new integrated tag in the wall texture cause I'm sure 5,000 or more image panes in 1 area would really slow the game also having 100 or more in 1 area doing it would mean allot of bandwidth for that area. (I don't have a problem though in Anet doing graffiti on everything integrated as the actual game images for stuff to make a urban city that I would love though). 122.109.43.82 05:04, 27 April 2008 (UTC)
And your capslock is broken. 71.31.149.63 05:27, 27 April 2008 (UTC)
This is a silly idea and should not be entertained. The only reason that I have not removed it is so that you can see how silly you look and realize that you may have a degree of mental retardation. If you have any sense you will remove this suggestion as it is a waste of everyones time.
Well, and policies technically prevent removal of this except for archiving, but your point was still well made :P 71.31.149.63 20:32, 5 May 2008 (UTC)

So so u remember, this is the medevil age, they didn't have spray paint back then/ and even if it was modern, it would still be retarted in my opinion--higgin3 21:51, 8 May 2008 (UTC)

To put a bit of a twist on the concept, what about the capability to put your Guild's cape logo on the ground or hovering in the air(with magic, of course), with a command like /guild or /emblem or /mark? It could last about 10-30 seconds, and you could have it so that it'd glow brighter, be bigger, last longer and generally be more awesome if you had a high-rank guild. This could also work with GW1, too, I think.--Kite 20:32, 18 May 2008 (UTC)
To expand your idea, it could be put to good use, like a map pin that shows up on the radar and mission map; you and your party members could use it as a strategic marker of sorts. → BROWNSPANK 09:50, 10 June 2008 (UTC)

Integrate WoW with GW2 so We can Fight Each Other

That would be awesome. Guild Wars vs. Wow2. It would be cool to go to all the wow places with GW character too and use WOW items. STOP MESSING ABOUT AND JOIN THE GAMES TOGETHER. YOU COULD EVEN JOIN STAR WARS GALAXIES IN AND HAVE JEDIS. The preceding unsigned comment was added by 81.98.146.119 (talk • contribs) at 16:25, 26 April 2008 (UTC).

Hey I got an idea- can it be a MMORPG- that isnt like WoW at all?- thats right i said it i dont like WoW The preceding unsigned comment was added by 64.252.10.201 (talk • contribs) at 21:13, 26 April 2008 (UTC).
First, both of you need to sign (four tildes). Second, I feel like pitting WoW against GW would be like trying to play a Yu-Gi-Oh deck against one from Magic: the Gathering. If you haven't already glazed over at the TCG references, you should know that the former has monsters with numeric strengths in the thousands. A creature with two digits for its numeric qualities is one of the most powerful in Magic. The point I'm trying to make is that the numbers in Guild Wars are designed more towards giving PvP players a chance to not die instantly, while those in WoW are more focused on blasting away at the biggest, baddest monsters you can get to, which has its appeal, but is certainly not how guild wars would function. I understand that, since one of the game's selling points is that it's not WoW, GW players may be tempted to Meteor Shower some poor elve's face in. However, in order to balance the fights, as GW is also famous for, ANet would need to take away from that very aspect. In conclusion, I'm left wondering if the differences can be compensated for at all. --Chaiyo Kaldor talk contribs 21:31, 26 April 2008 (UTC)
Sorry, but they are separate games for a reason.
How brainless you need to be to suggest this? You must have no life and sense at all. Sorry for harsh words. -Anonimus
WoW is GW with less thinking and 0s at the end of every number.--The Gates Assassin 04:52, 28 April 2008 (UTC)
It would be creepy to see a cartooned colorfull and Super deformed like character from WOW figth an elegant and well dressed Character from GW XD Kioga 15:50, 28 April 2008 (UTC)
This post was made to get some attention that is all. Whoever made it is just trying to get a rise form the guild wars community. I would ignore it.
No offense, but this would be the ultimate game killer that would completely destroy both games reputations as an MMORPG but the companies as well. For 3 years there has been a social war being fought between WoW and GW players. Puting the games together would kill both of them, because you're basically forcing each player to have to share his/her world with that of a supposed rival. Plus there would also be the pay difference as WoW is $17.95 a month and guild wars is proceeding to slowly dominate the boards with their free online play. So all in all this is a horrible idea for both the developers, and the gaming community. Lord Zepherr 04:31 May 06 2008 (UTC)
Doin this would take so long to entergrate the two games together, the two compinies would have to decide who's graphics to use, they would have to make a huge system that won't dystroy the excisting games (like make it extreamly lagy or just dystroy it beyond repair) and then make it so that the two games can conect to each other without taking an hour to do it. Theres alot more problems to this also. So overall my oppinion about THIS oppinion is that it's down right idiotic, whoever made this did not use their heads.--Zole Thzarr 02:16, 11 May 2008 (UTC)
That wouldn't work, 'cos we'd kick WoW's ass in less than 10secs 88.104.13.228 14:57, 11 May 2008 (UTC)
It would be cool but its just not right they are ment to be different and they have there own ways.--The-Big-Cheese 18:53, 11 May 2008 (UTC)
55hp ftw (77.100.32.86 20:21, 11 May 2008 (UTC)) plus, they'd complain about ursan
I don't think Anet and Blizzard are going to do that.
The only thing i'd like about thsi idea is the oppertunity to rub all the stuff GW has over WoW in their faces, Ursan, Our health, and our skill power, etc. Lord Zepherr 06:26, May 11 2008 (UTC)

(Reset indent) the person who even suggested this must be a gw/WoW mole! In all seriousness, though, this is probably one of the dumbest ideas ive seen since canned toilet paper--Raph Talky 00:32, 12 May 2008 (UTC)

Also, think, WoW and Guild Wars ARE competitors, infact, a friend of mine switched to WoW and hasn't played on GW since... MAYBE for if you wanted to fight, there could be a GW2 realm/WoW realm thathas game vs. game pvp. But very unlikely.

that is the most stupidest idea i have ever heard. while we r at it why dont we bring in runescape too. or LOTR hell y dont we put pokemon in it too

You realize there would be lawsuits up the wazoo if they did that, right?

ya this idea is unrealistic and not economically proficcent if there is no compotition the government will nerf the monopoly.~RedRabbit

why on earth would we want anything to do with WoW? All of their characters are cartoons, if you stabbed them, ink would probably bleed out. (222.153.6.33 15:34, 7 June 2008 (UTC))

Wow, did everyone lose their sense of humor and contract rabies? Lighten up, people, it's obviously a joke. The SWG bit should've given you a clue. → BROWNSPANK 09:58, 10 June 2008 (UTC)

i really dont like the idea that WoW couse players in WoW have other skills other armor and can even have much more skills then people in GW2...

This idea is cool, imagine killing some of those annoying aliens with trumpets from Star Wars. - Elder Angelus 15:44, 10 June 2008 (UTC)

A main reason this would be horrible is because WoW characters have a huge amount of health and energy/mana. An ele in GW with alot of Energy Storage can have about 80 energy(counting runes and insignias). A caster in WoW can have 7000 mana. Also, warriors in WoW have like 10000 health and GW warriors have like 600. Lastly, all WoW skills and spells deal huge amounts of damage becuase they have huge amounts of health. Pyroblast9a mage spell in WoW) at rank 10 can cause 990-1190 damagw without upgrades. Nothing in GW compares to that. Not to say that GW health and energy system is bad, I prefer it. And in that earlier comment were that person said their friend switched over to WoW from GW, yeah.......your friends probably addicted by now. Thats what I enjoy about GW, no monthly fees, and not super addicting like WoW.

this is just a very VERY stupid idea, you must be 7 years old to suggest such a thing

No personal attacks. I don't see it happening because it would require extensive collaboration of competing companies, but it would be cool. As for balance, you can always balance across games. WoW chars have 20x the life? Fine, but they deal 20x less damage. -- Alaris_sig Alaris 14:05, 3 July 2008 (UTC)

As Far from World of Warcraft as Possible

I've played both WoW and GW, and I've also played some other MMO's worth mentioning. However I keep on coming back to Guild Wars because it's not as slow as starting up as the other MMO's. the idea of the game being more strategy based is excellent and here is one faithful gamer that would be dissapointed to see a level oriented Guild Wars. Player interaction has lacked in my opinion in Guild Wars, with the most interactive emote being /dance* to sync dance, and the majority of discussions outside of a guild being in LA to trade. Creating some more ways for characters to actually interact with each other would be fantastic. Also, the big thing in World of Warcraft that I really liked was the Auction house. Which saves alot of time and prevents many many many arguement's that go on all the time. It would also save money because the only reason the prices of the really rare items drops is because people don't want to stand around trying to sell so they charge less than others to get rid of their items quicker. Other than that your current ideas for Guild Wars 2 are fantastic, just don't make it being a cheap World of Warcraft and keep it Guild Wars. Adragon202

Just started playing WoW after playing Guild Wars for a year, there's a lot I like about Guild Wars over WoW but am finding the professions in WoW fun, being able to do stuff that isn't killing everything in sight is fun. I like mining etc. It would be sad to see Guild Wars go the way of WoW, but it seems thats how its going. Instance areas are being removed, for the most part, you get a companion, nothing about henchmen (or if there's a need). I had to sit at a boss spawn last night for 30 so I could get it for a quest, can see these things happening with Guild Wars 2... 203.173.242.13 04:28, 29 April 2008 (UTC)
This is something a lot of people agree on (including me). We don't want a bunch of the annoying traditional MMORPG type game mechanics that guild wars avoided.Tambora 22:52, 1 May 2008 (UTC)
Two cents: I'm fairly hopeful that ANet will use their experience with instancing to not only instance the missions and dungeons, but also create small instanced areas for certain quests. If they do, your fears of needing to wait for a quest boss to spawn should hopefully be circumvented. If their work they've done in Nightfall and EotN are an indication, I don't see any reason to not believe such thing aren't already in the works for Guild Wars 2.--Ryan Galen 20:41, 5 May 2008 (UTC)
I hope we can avoid Most of the WoW similarities that could come up but one thing i'd like to say to the devs is to steer clear of changing the graphics. They're totally awsome and the players lok life-like instead of the way the WoW chars look. I mean the GW chars a sleek and trim and muscular, like they should look if they've been adventurign all this long time. The WoW chars a blocky and cartoonish , making any chance at have it be serious dissapear, and don't get me wrong i love cartoons as much as the next guy, but WoW looks like somebody stuffed a really thin guy full of mishapen rocks and made him into a big puppet. Lord Zepherr 04:39 May 06, 2008 (UTC)

I think it would be a shame to copy WoW or everquest in sitting all day to get a creature to spawn to get quest and someone else stealing kills and such. that was one reason i have been a huge fan of GW and played it for almost 3 yrs isi can go clear a zone or kill a boss and if i need to come back 5 min later and do it again. granted it has its draw backs as well but over all i like instances ~Gow Czar~

One of the biggest problems would be that its getting harder and harder to come up with new stuff for a game. most things in MMORPG´s are comparable to eachother(skills, the whole "str, dex, int" scene, simmilar classes), and i think ArenaNet did a terrific job in trying not to be like the rest. guildwars is just perfect the way it is now, because its different from anything else you will ever play :P °bragoran°
WoW and GW are more alike than you know it guys .There both online rpgs .They both have the standard classes for mages and other races like fire etc .They both are 3rd person .they both have npc's with voiced hellos .both have quests .both have the same types of weapons .both have trading etc etc and as said above wow and other games have allot of the same types of ideas etc and WoW didn't invent stuff like mounts or persistence or any other thing I see people crying over in these posts all WoW did was compile what they thought was good into 1 game, one of the very first mmo's ultima online had mining and mounts and boats and other things etc if you want to blame any game because you don't like those features blame that game instead for making them mainstream in the first place.122.109.43.82 10:59, 16 May 2008 (UTC)
You know what else is a MMORPG with mages with fire, is third person, has quests, characters, medieval weaponary, trading, and so forth? Runescape. Does this make WoW and GW like Runescape? Not in the slightest.

WoW is unlike GW. Guild Wars is almost a strategy game, in that level 20 is so easy and quickly reached it's basically a prolonged tutorial. PvP is a comparison of skill and playstyle, not how long you spent grinding to get Pwnz0rs +38 Hammer of Death. If GW2's levelling system changes this and makes grinding the be all and end all of the game, I'm staying with GW1. Unsigned. thank you and goodnight.

OMG the level cap, there MUST be one, of some kind. There has to come a point when all chars can no-longer get any stronger. altough, I have wanted something like a sudo level, were you cant get any stronger, but your displayed level can still go up, a way to show off if your an old veteran and have like 10 mil XP or some extreme amount. The thing that makes GW GW is that you dont have to put an enormous amount of time and effort to be good. A level cap needs to be something quick and easy to get to,, but not too easy. I pulled 1-20 and first rank survivor in about 6 hours in factions. Way too fast. Should maybe take 2-3 days of hard core playing, a week or two of an hour a day play. What I like about GW is it doesn ttake me a freakin year to get my char fully beafed up and awsome with max armor, weapons, runes, and such. In GW, time =/= skill, unlike WoW, were as long as your 60/70/80(when WotLK is out), you can easily take on anyone of equal or lower level. Gear and level equate to being good in WoW, GW actualy takes skill. You drop the level cap and most of that goes away. It may seem cool at first, but a year later you will have people that play 24/7 that will be mostrous lvl 200/300's thwta can take an army all on their own. Not cool. Like someone said earlier, Keep GW GW. Adding new features like an auction house and a barber are cool, but dont mess too much with yhe machanics. I have played pretty much every other MMO out there, and GW is the only one i have stuck with. Why? Because it's different and not the same time invested = skill BS that EVERY OTHER MMO out there. WoW being the greatest offender. --Wolf 15:15, 9 June 2008 (UTC)

Skills

moved to ArenaNet talk:Guild Wars 2 suggestions/ArenaNet:Guild Wars 2 suggestions/Skills

Mini Map Destination Point

moved to ArenaNet_talk:Guild_Wars_2_suggestions/Destination_Marker

Level by Fighting

So you cant like get lots of experience by doing quests, AND fighting. Cus the only way to level in the original GW is to do missins and quests, and that kinda sucks when you are stuck (No more quests and are not strong enough to move on).

So i hope that in GW 2, you can gaing lots of experience by fighting players and monsters! --The preceding unsigned comment was added by User:StupidJoe (talk).

i get your point but i think that if u get more exp for fighting and less for quests and mission,you will encourge grinding and i dont think its the idea of gw to create endless grind besides if u solo strong monsters you realy get tons of exp already --The preceding comment was added by User:redlord (talk).

Yes. Also this is a non-issue as it imposible in gw1 to be out of quests/missions before lvl20. --Bob 18:46, 27 April 2008 (UTC)
Hopefully they setup the level system in such a way that this is a non-issue.Tambora 22:50, 1 May 2008 (UTC)
This game is about stories. If you want to level through training, you might aswell go and play some japanese grinding game like FlyFF, since you would not be able to follow the storyline. I personaly love the following up of these quests and finding out about the plots, since it makes me feel more involved in the game. This is one of the unique things in guild wars (not leveling by grinding) and they should not change that, it ruins the entire "guild wars fealing"... °Bragoran°


Hi, yeah i understand what you mean by doing the quests instead of grinding for xp, i played another game that some people abused that xp while fight enemies in the first release of that game, you could get to level 10 on the first map, all you did was leave your charactor near an enemy area, then left computer afk for 6 hours, you came back, and you be level 8 or level 10, but realy you should of been only level 4, so in the next release they made it so no one got xp from fighting at all, you only got xp from doing the quests, and completeing the mission goals

LOL Flyff is Korean. But i know what you mean. I hate the idea too.


Yeah, i think he means something like the GTA4 minimap markers, which leave a line on your minimap of the route to take, but only problem is.. it would cancel out the whole 'Adventurer' status as a character, i enjoy being able to find my own way, and make mistakes, though have found the mistakes always seem to make me learn more about the environment.

Earning Gold

Nowdays in GW, the only way to earn lots of gold, is to do quests and missions. And that SUCKS! Because when you fight monsters, you only get like 50-100 gold for the big monsters! AND if you're with someone, YOU HAVE TO SHARE IT! No wonder why i'm poor!

So plaese, make a better way to earn money in GW 2! --The preceding unsigned comment was added by User:StupidJoe (talk).

i already get good gold in gw(from :uw,fow,dungeons (and it is kind of ligical that u get the most gold out of the hardest places)) but i would realy like to see jobs in gw2 in wich you can lvl up but the combat should realy stay on the first place ( i mean dont go runescape style)--The preceding comment was added by User:redlord (talk).

Just pick the items, every thing that drop(beside from "tutorial" area) worth between 60-400g. Sell them to merchants, that what they are for. Then you wont have to share. For GW2 i would rather see gold drop gone, except maybe for larger sum but only on foe race that use curency. Not all of them should drop gold, but when one do the sum should worth picking up. --Bob 18:43, 27 April 2008 (UTC)

I would also like to see more gould drop and certin fow dope speal iteams.

IMO - Gold drop shouldnt exist, only for races that carry money. Bears dropping cash = NO! Remove unrealistic drops, encourage realistic, bear skin instead of cash = sell to merchants and get same value as cash that would have been dropped = more realistic.

I take my prescribed dose Realism in RL so I don't have to take it in GW. Maybe bear ate some rich adventurer along with his money pouch before you killed him? Biz 12:51, 29 April 2008 (UTC)
yeah i agree with the whole "farming get u enough already"idea... my necro got to level 20 in like 4 hours due to farmign trolls at level 7! thats like 380xp per kill!
Titan Quest works that way and it makes everything a lot more realistic. --Treasure Boy 23:17, 20 May 2008 (UTC)
Agreed. I think that you can *duel* players. A ring of energy would surround the players and they could fight each other 1v1. It would be like ascrim, but oyu would be able to take gold and/or xp from the person.
the whole point about MMORPG`s is the "close to realism". bears eating rich adventurers = OK, but that would mean you are going to slay the bear, slice its belly open, and squeeze the money through its intestrals untill it comes out either way.... not a very MMORPG-like thing :P. just put money drops on other races, and they dont even have to be playable races, since there are loads of races in GW1 that would be able to have a money currency of their own, tengu for instance. °Bragoran°

Hi, i don't play gw1 as much now, cos there is not much money, unless i spent 16 hours a day to farm, i would only get 40k, cos i am not that good at farming, i can't do UW, or 55 monk, that is way to hard for me, i would just have to do 8 people in a reasonable area like outside droknar, but with 8 people, i not got 16 hours a day to play the game now, i only can play it 4 hours a day, so i can't earn much money, and that makes me sad, cos i want money to upgrade my heros, and buy new skills and elite armour, but since the game started it was easy to make money at first then they started nerfing it, i just have lost interest in the game now, i play this game not for the storyline as much, i am that type that gets a buzz from speding money and improving things in the game, but the game as lost its appeal to me now

Full stop, also called period ( . ); use it more often, please. I actually like grinding. I made my first 20k by "farming" juvenile termite legs... ok, i started playing during wintersday 2 years ago. There are enough ways of getting money in GW1, one of them is trading. IMO this works pretty well, you shouldn't change it too much in GW2 --Hachnslay 09:49, 13 May 2008 (UTC)
So what you really want is not more fun ways to make money, but more user friendly ways to trade with it. (Viva auction house!). --Ckal Ktak 07:28, 14 May 2008 (UTC)
I agree. I am usually poor in gw now but only because there is no Auction House. I almost never sell items to players because the time it takes to sell them isn't worth it to me. I would rather be having fun playing the game. I would have a ton more money if I could sell items by post and I really think this would solve the money issue for most people. Most people think farming is boring and shouldn't be encouraged. I like the drops from monsters and the rewards from quests and missions but it really isn't enough. --Ariz 00:19, 16 May 2008 (UTC)

I believe that there are plenty of ways to earn money in GW1, and that if you don't want to put the time in to farm, that is your own choice. The point of "elite" armor is to reward those people who spend the time to farm items / gold with showy armor. It's not like elite armor adds any performance bonuses to your character, it's all cosmetic, so it's only purpose is to show that you have enough gold to spend some on nice armor. If you chose to not spend time trying to get gold for the cosmetic upgrades, that is your choice. But some of us DO spend time getting gold for elite armor, so people who do should stand out. I think that GW1 had a good armor skin / weapon skin system and that GW2 should have a similar difficulty in the aspect of getting weapons / armor with elite skins.

I believe it might be a good idea to mention a webpage that some of you ppl don't seem to know about. Its right here: [1] Using this page I have made a fortune so don't complain that you can't earn money in GW. If you still do complain, you are just another lazy player that keep begging hard working players for money. --Treasure Boy 13:50, 29 May 2008 (UTC)

Well, in GW1 there are a few ways to make gold, one is directly through gold drops, another as rewards from some quests, although both of these methods are not really designed to help you make big money. If you want to make money in GW1, it is usually best to either a) sell the stuff you get from drops, b) Merchant (buy items low, sell high) c) provide a service such as running people to certain outposts d)Open as many chests as you can, sell the items you get. However, I do agree that it is rather limited that the only way to collect resources (such as wood, iron etc) yourself is either from salvaging items or monster drops.--Neyon 15:08, 1 June 2008 (UTC)

More Fancy Effects

moved to ArenaNet talk:Guild Wars 2 suggestions/Visual Effects

Changing Explorer Title/Historian Title

moved to ArenaNet:Guild_Wars_2_suggestions/Revamp_Explorer_Title

Better Bosses

In GW1, the bosses are pretty poor. I have a few major problems with them:

  • Some are rediculously easy to kill. They'll take Reaper's mark and another degen skill and ull call it a boss. A boss is a challenge, that isn't a challenge.
  • The names are dumb, some are funny, but it takes away from the lore and feel of fighting a boss. Bosses like Fenrir and The Hunter are great boss names and especially with Fenrir, the lead up to the boss is great. Has you not only antisipate the boss but also has that nice little rawr. Bosses like Healstone Burnface (Made that up) are just dumb.
  • They don't have monster skills usually. I don't mean like they have copies of their littler versions, I mean special boss only monster skills to make them especially harder AND to fit whatever prof/species they are.
  • Some of the main ones are uninteresting The Hunger was probably the most boring boss I have ever faught. Bosses like (forgot the name) the one that calls minions, and to restore them he sacs 5% health and that is how you kill him is very fun and interesting boss. THAT makes a boss fun, something beyond just attack him, or just attack his healers and then attack him.
  • They are random Bosses that have nothing to do with the main storyline are fine, infact they are great, but The Scar Eater, is just randomly put in there, and it's just plain dumb. Whiteout is just...why is he there. That Lord of the Thousand Daggers guild is not random, Fenrir is not random, Broodmother is borderline random, but you can see it is obviously the mother of all the hatchlins so it isn't random. They should have a slight amount of background.
  • They are just there Very very few bosses actually have entrances. Entrances are good, exciting make you wanna kill it.

Granted, you guys seem to be doing an much better job with it in EOTN.--The Gates Assassin 03:34, 28 April 2008 (UTC)

They also have the same look as other monsters and arnt much bigger

Some of the names are meant to be funny, some have a point. I found "Wroth Yackslapper" Quite funny, and I don't see any harm to it. As for the look of the bosses.... There are multiple bosses for each creature type, upwards of six in some cases. That means seven different creature models will need to be thought out, drawn, etc. before that creature can be put into the game. That is seven times the amount of work it would have taken for this single creature type. And I know there are more bosses in certain creature classes. The amount of time needed would then be crazy, and they would either need to hire more artists, or take longer making the game. I think the bosses are fine as they are. There are some tied into the story, there are some that are not. It's a good balance in my opinion. --Kairu 04:59, 2 May 2008 (UTC)
Whiteout is there because Whiteout's a big, tough ice elemental, Jaga Moraine is cold and ice elementals hang out in cold places, I don't think it's smart enough to have a more sophisticateg reason to be anywhere. As for The Scar Eater, the Eternal Grove is probably the most potent magical site in the entire Echovald Forest and gaki are evil demonic-looking spellcasters. IMO the most out of place bosses are Harn Coldstone, Jacado the Putrid, Lok the Mischievous, Marnta Doomspeaker, Maxine Coldstone, Nifling the Chained and Wandalz the Angry. -- Gordon Ecker 05:46, 2 May 2008 (UTC)
Part of the problem with bosses is that the storyline really doesn't make you care about them too much. I would like to see more development of some of the main bosses and their friends, as every one in Factions/NF and many of the ones from Prophecies were pretty one-dimensional. I'm not expecting a Fire Emblem quality story, but it would be nice to add a bit of background and depth to make boss fights more dramatic and interesting. Also, adding truly unique skills and mechanics to main boss fights makes them alot more fun than simply giving them lots of damage. 71.31.149.63 19:54, 2 May 2008 (UTC)
Exactly. All of the main bosses so far are undeniably evil: They want to destroy the world for some odd reason. Shiro was corrupted, Varesh was too, Lich I really have no idea why he wanted to take over the world. There is no background, no tention. We have to kill them, because we have to kill them or the world blows up. KILL A MAIN CHARACETER, BLOW UP A CITY THE MAIN CHAR CARES ABOUT! Something that makes not only the character want to kick the living crap out of the villian but also the player wants to too. The Lich only becomes evil at the very end, so killing him isn't that big of a deal. It's kind of a "oh sh- lemme fix that" kind of battle. Shiro is a little better in that you see him longer, but still no real tension. Varesh there kind of is. In short: Make it personal.
Also, Lich was babyishly easy, Shiro was too. Last boss should be very very difficult...We know the hero is going to win...but make it hard. --The Gates Assassin 03:31, 3 May 2008 (UTC)
Also I should add to stop making those stupid ass mistakes like giving Those tormented warriors Shield bash but no shields or ele bosses conjure frost with a fire weapon and stuff like that. It really is annoying to see it.--The Gates Assassin 03:34, 3 May 2008 (UTC)
Did you pay attention to the story line? The Lich was bad from the beginning, but was disguised as a good guy to get the staff. He was the one who sunk the south western continent in presuit of power. I have all the manuscripts, they make sense. What is annoying is people who seem to skip over some of the text or not read quests, and then complain they dont know why something is happening.
As for the other bosses. How the hell do you want them to give you a reason to kill them? There are literally hundreds of sub-bosses out there, and to give each of them some sort of story? Your either going to get "He ate me child, now go kill him." Or you are going to see a dramatic drop in game updates. These are not "real" bosses. They are called bosses but they dont have a plot most of the time, because in order to make a plot you would have to add extra quests all over the place. Whats wrong with the explination that in each area there are very powerful creatures who have been named by other travelers. Some of the bosses are "sentient" so they named themselves. Be happy they have bosses in the regular instences at all. They could have just left the regular lever mobs and not given you green drops. --Kairu 13:13, 5 May 2008 (UTC)
I mentioned Fire Emblem before, which would probably serve as a good example for this. There's at least one boss for every level of every game(less than the number of GW bosses per game, but the point still stands), and you at least know why you are fighting each one, and can see a bit about their personality and motivations. Through some diologue earlier or during the fights, you can understand their connection to the story, and have a reason to kill them, instead of just to get cool drops. Even just a small, simple explaination would do for the normal bosses. The main bosses need some serious work though, as Tetris has about as good a storyline as NF. 71.31.149.63 20:27, 5 May 2008 (UTC)
Get rid of that ugly "glow"! It looks nothing like a real glow and only makes bosses look ugly and unrealistic, and hides the beautiful detail. If you want them to look different, give them an actual GLOW. --Poison 04:59, 7 May 2008 (UTC)
They could also identify bosses by giving them profession icons floating over their heads. -- Gordon Ecker 05:05, 7 May 2008 (UTC)
The glow is better than that. Also @ Kairu, The fact that most people don't know he is evil until the end ruins the ability to add tension to the storyline, which is bad. He is the final boss, it show be hard and epic, not easy, cliche, and boring. The fight to him is harder than actually fighting him. Also, honestly, "He ate my child, go kill him" could be turned into a man staring into a cave and a big creature comes out and smacks him against the wall, last words being OH NOEZ MY CHILD (obviously not that, it's too early to think of something). THAT would be awsome, and it would have nothing to do with the storyline, but there would be an entrance for the boss which makes me want to actually kill him (Also a little bit of tension too). Even better you could have what they had in EOTN, quests that send you out to kill certain bosses, and tell you why they are there. And his name wouldn't be COBBLESTONE ROCKHUMPER! It would be something good.--The Gates Assassin 10:49, 7 May 2008 (UTC)
OH and another thing: you don't need 7 bosses per area. If they take their time, add monster skills, add story, add entrances, People would be happy with 1-3 bosses in an area. 7 would be an elite area maybe. But just throwing six or seven bosses out there is just wasteful imo. Do you know how many times ive seen augury rock and stared down from the top hoping a big ass wold boss would come out and attack?--The Gates Assassin 10:52, 7 May 2008 (UTC)
Another cool thing to do for bosses, if anyone's ever played Shadow of the Colossus, is to make the bosses more than just clicking skills. Perhaps making them huge behemoths that make you feel like an ant, flying monsters that you have to use a flying mount or something to get to, or perhaps the boss is like the land itself and you have to climb it...Creativity with bosses would go a LONG way for an MMO. --Poison 15:55, 7 May 2008 (UTC)
So in short, Bigger. LOL ONE WE CAN WALK ON THAT WOULD BE SO EPIC. Maybe a timed battle as in you only have 10 inutes to kill him. SOMETHING NEW.--The Gates Assassin 08:11, 8 May 2008 (UTC)
Alright i have heard all i can hear about fire emblem, this is not fire emblem, it is different and should be treated differently. If you had storylines behind all of the bosses i highly doubt that people would watch the scenes, read the info, etc. the bosses are just more powerful creatures and most players just want to kill to get loot or XP. Also do you have any idea how long it would take to make that many stories?? Sure you can look at just that perspective and say it would be easy but it takes time out of making the rest of the game components. So don't go criticizing Anet till you have made a game that is better.
Congratulations :) Since I started counting, you are the 100th person on this wiki that has missed the point of something I wrote. The point was that it is possible to add in short amounts of dialogue or other such information that can explain a bit about bosses, the story, or just be some interesting bit of information, without interfering with the flow of the game at all. Play Fire Emblem to see what I mean, not every boss has an enormous backstory, as just a small bit of dialogue is needed to help make the boss unique and memorable. You are also the 6th person that has told me to "make a better game myself" instead of criticizing ANet, and the 6th person I have to tell that I intend to, as soon as I finish up a CS degree :\ Part of the fun of any RPG is the story, so improving the story would help them to get a better game overall. 71.31.149.63 19:51, 9 May 2008 (UTC)
@unsigned, So are you saying that guild wars should stay in the gutter with bosses and storyline? You know some people actually pay attention to the lore, the people that skip it are people that have already seen it or don't care about stories (Less common). Background makes games better.--The Gates Assassin 03:00, 10 May 2008 (UTC)
First off i didn't miss your point i understood you wanted a little more backsory to the bosses. You missed my point even if it was just a little for every boss that would still take a while because there are so many bosses. And second i highly doubt your game is going to be half as good as guild wars. If it is give me your address and i will send you $1000
Hmm, I think the only real problem with bosses in GW1 is that they are all far too easy to kill now. Evan mallyx is straightforward to kill for a team that knows what to do, it isn't actually a challenge anymore. In GW2 i would really like to see some bosses that are just stupidly hard to kill, maybe some where you can only fight in much smaller teams of say two or three to make sure that every player in the team is vital.--Neyon 15:17, 1 June 2008 (UTC)

Beastary Book

moved to ArenaNet_talk:Guild_Wars_2_suggestions/In-game_Beastiary

12 v 12

moved to ArenaNet:Guild_Wars_suggestions#12_v_12
Please read the previews guys. AB is essentially being replaced with World vs World combat, which is very similar to the open-world PvP system in WoW in some ways, in that it features unlimited teams in large zones with varying objectives. --Ari Image:User_Ari_sig.jpg (talk) 07:21, 14 May 2008 (UTC)

Deserted/MIddle Eastern like areas

moved to ArenaNet_talk:Guild_Wars_2_suggestions/Maps:_Deserted/Middle_Eastern

Homes

This has been addressed above. Please read the entire thread or at least search for the topic that you have in mind before posting. Thank you.

The idea of a home has almost already been adressed in GW1. The Guild Hall has the concept of a home.

homes... can you say RuNeScApE

Indoor Environments

moved to ArenaNet_talk:Guild_Wars_2_suggestions/Actual_Indoor_enviroments

I Like the Idea of Deserts but...

moved to ArenaNet_talk:Guild_Wars_2_suggestions/Maps:_Deserted/Middle_Eastern

Travel Ideas

This has been addressed above. Please read the entire thread or at least search for the topic that you have in mind before posting. Thank you.

Offline Merchanting

It would be handy to have a merchanting system available to "put up shop" when you're offline. You can set the price of each item you want to sell, and when you get back online, hopefully some people bought it. The current system in GW1 of "trading" should still be kept, but having the huge WTS/WTB lists of LA dist1 is ridiculous.

I think something like This. YES, its pokemon, dont ask me how i discovered the site, im not sure myself. But its done incredibly well and something like this would be sweet. you submit what you wish to trade and what you want for it then just wait. 121.208.172.69 09:29, 7 May 2008 (UTC)
I agree. I remember one of the very first MMOs I played was Mu Online and if I remember correctly, it had a system similar to the one mentioned at the top. It was inside the game, not in a seperate website like this pokemon one seems to be. In Mu you could only do it will the game was running which i think is pointless. It should be an offline system. I also agree that the trading system in GW1 should be kept though. (Not sure how to sign) Rip Attitude 78.25.250.234 17:53, 9 May 2008 (UTC)

There are 4 kinds of trading to be considered:

  • 1: Person to person individual trades
  • 2: Private shops
  • 3: Auction Houses
  • 4: Marketplaces
  • I want to say something about each of these.
  • 1 The first one, person to person trades, is what we do to trade at the moment. To transfer items between multiple accounts of your own, if you don't have more than one computer, an offline method is available in the form of the shared Xunlai storage or Festival Hat guys. I would like to see this sharing extended to Guild Storage, and Alliance Storage too, since we have a guild with trustworthy and generous members. A mini pet storage (petting zoo) would be a nice addition too.
  • 2 Private shops could work as in say, Entropia Universe, which has an economy where game cash is actually exchangeable for real cash in both directions. This has the advantage that selling items for gold would no longer be a problem. The shops are set up in some persistant area using a 'dummy npc' shopkeeper for customers to consult, like merchants in GW. The shopkeeper offers goods for sale at fixed prices fixed by the shopkeeper (perhaps limited by the game economy rules).
  • 3 An auction house would be a place where players leave goods to be sold to the highest bidder, with a time limit, possibly a reserve price, and sellers may have to pay a commission to sell goods there. This would be most useful for rarer higher prices items. It tends to keep prices high.
  • 4 An in game market is where players leave things to be sold at fixed prices that the seller determines (perhaps within game defined limits). Individual items of the same kind would therefore be available at a range of prices, and customers would buy the cheapest one on sale (either automatically, or by requesting the item listed at that specific price at the time they are shopping). This would keep prices down for the kinds of items on the market. Decisions about which person gets to buy the item they request would be done using some kind of either first-come-first-served basis, or according to a timer when the goods would be sold to the buyer with the highest 'purchase power' points, or 'charisma' or some new kind of account based point system. If multiple items from different players were on sale at the same price, then the player with the highest 'selling power' points would be the one whose item was bought by a bidder. Items on sale in the market would probably be anonymously listed, (i.e. you wouldn't know whose item you were bidding for, or who was undercutting your sale prices, as in the market in the browser game RenaissanceKingdoms for example) though it might also be interesting to add names of sellers or guild names, so that people could choose to buy from a specific person or guild. Markets could be for general public in town, could have commissions on sales, or on purchases, or could be located in guild halls so that only allies could use them. There could be separate markets for different item types (e.g. weapon markets, rune markets, insignia markets etc). Unsold items would need to be cleared somehow after some time (returned to seller or deleted) giving people a reason to explore and visit markets all around the continents. Market commissions in hard to reach places might be lower than those in easy to reach places to spread the market load on servers around more. I think markets could help get reduce the shouting trade spam we see at the moment, and technically, if implemented well, could be used to eliminate trades by method 1 completely. (Meaning people would have to sell things between characters via a market, not by individual trades, though this could also prevent players from easily donating things to specific others).

--Vana Runedottir 03:16, 14 May 2008 (UTC)

The market system should be globally visible.
Hmm this could have both good points, and bad points. On the good side, it would definatly make it easier to buy or sell products. However, you must realise that this would harm people with very good communication and merchanting skills because their good skills would be made worthless and in my opinion, the actual skill of players should always be considered before you make everything automatic.--Neyon 15:25, 1 June 2008 (UTC)

Dual Screen Support

Currently in GW1 there's no support for dual/multiple screens. In GW2, there should be support -- either having GW2 in one screen and being able to access windows in other screens (without alt-tabbing), OR (and this would be awesome) having GW2 extend over multiple screens by allowing you to place a Map in another screen, or other various UI features, while still having the game in your primary screen.

I support this! It would be nice to have a screen just for my heroes! --TalkPeople of Antioch 02:01, 29 April 2008 (UTC)
I might be wrong... but really, if 99.999% of GW2 players will never have more then 1 monitor at any given time, why should they bother with features only 100 people will use? Biz 12:26, 29 April 2008 (UTC)
Hate to say it, but there are allot of Dual Screen users out there. Most video cards these days have two screen slots, and most users have access to two screens. I know I personally have a third screen I could hook up if I had the desire and space. I admit, there are users who do not, but for the hard core players, a second screen that lets you have more control and usability of your heros, or a full out travel map of some sort. Or even a general, full blown character info screen, listing the effects on you, health, weapon stats, and more would be good. --Kairu 04:43, 1 May 2008 (UTC)
I support this! Also there are 320 Monitors that could be supported by Guild Wars 2, which quite possibly could by an extention of the surrounding enironment, it would put us more into the game and the game more around us.
Me to, but with a twist, Emagin makes a 3D tracking head visor that allows you see the world as you would normaly. Look left see left, look up see up, just by turning your head. The possiblities are endless. BC 5-9-08
As a guild leader i am constantly playing my own game as well as trying to manage the guild with the ability to split my screen would be a very nice added feature. if people were aware of it being a tool they could use and advantages of it i think it would be widely used ~~Gow Czar~~

Hi, well all i got to say about this feature, i think it will be a waste, it might be ok feature for like rally car racing or a flight sim, but not really realistic for this type of game, and some people have more money than sense, with 2 or 3 monitors, i got a 20 inch wide screen, 1 of them, and a 32 inch wide screen, 1 of them, my 32 inch i use for playing DVD through my pc, it would be way to bright image for a pc screen, i am against this ideal, and i think you be wasting your time and money on this feature, when you could improve somewhere else. plus using dual view, a lot of people do not realise that is splits your GPU power in half, thus slows the game framerate down by half, and uses more processing power, this could have a bad effect on some low end systems, i had gw1 running on dualview with my 7600gt card, and the frame before was 80 fps to 125 fps about, after it went down to 35 fps to 60 fps, and at times it showed a shimmering affect on the screen with was annoying.

Yes but i know alot of people that are gamers now days are running duel and tripple video cards which will negate that issue Gow Czar 02:41, 14 May 2008 (UTC)

There's already an adapter out there that lets you play Guild Wars in 3 screens. More info at TripleHead2Go website. --Ridz16 02:04, 28 May 2008 (UTC)
Yeah no. For that price I'd rather just buy myself a new graphics card and use it and my current for four screens. And I believe it was more meant as two seperate windows, or some way to have the "Center" of your character in the center of the main screen. --Kairu 06:05, 28 May 2008 (UTC)
Triple head to go gives 3 windows where the character or main action is in the center screen but way too pricey, As for all video cards now there all 100% sold with 2 monitor connectors on them and have been for the last 3-4 years so i do see a good advantage for the gamer in this. 122.109.252.43 11:11, 28 May 2008 (UTC)
Not screen windows, like, literal window mode window type thing. The way it is now, if you use dual screen, you can stretch the window across both, but your characters at the breaking point between the two. You would need three screens for it to center. I believe they meant the ability to set one screen as the main, and have it look exactly the same as it does now, and have the second+ screens able to be set like in windows display settings. Extend the interface one way or another way, on top or to the side, instead of the "conjoined at the hips" way it is now. And this would make me want to get a second+screen for gaming, rather then my CRT screen I use to clone. --Kairu 05:34, 1 June 2008 (UTC)

i personally dont have 2 screens to play GWs on and neither do any of my friends so i dont think it should be a necissitiy but i do think it should be an option for players who want a more advanced gameplay experience but also should not deprive anything from those who dont have 2 screens to play on!~RedRabbit

I'm all for this, I , and probably many other hardcore players, Always have tons of windows open, all 3 hero bars, a minimap window, friends list, sometimes guild window, inventory is open a lot, and it gets realy cluttered. And to add to it, I have a second monitor that is always running an internet page with maps to specific bosses and the likes on it. If Anet added support for multiple monitors I would love them forever. All it needs to be is a blank screen that you can drag windows over too, or be some kind of super menu with most of your windows already open on it, or the option to just be the world map, or both for those of us with 3 monitors. Add in the featured talked about in == Mini Map Destination Point == (can't make a link to it work if someone wants ot help me out with that) and you got the makings of The One UI to Rule Them All! It would put GW2 ahead in the fact that it would be, I believe, the second game to have built in support for multiple monitors, Supreme Commander being the first. --Wolf 14:25, 10 June 2008 (UTC)

Player Owned Shops

I think that it would be pretty cool if your character can make a shop in a Town/outpot for a high amount of gold to make it (i.e. 100k). Then once you make the shop, you could get an NPC to run it, so you won't be bound to the shop and continue the stoyline. You could be able to make the shop a weapon shop (example) and the NPC will only sell weapons if it is a weapon shop,and the shop is only open when the player is online, and while the owner is offline, the NPC could be getting weapon to sell. Also, you may be able to name the shop (i.e. Ranger's Bucket o' Weapons), and you can add stuff to it, such as display items, also upgrading its size from say, a little stand to a one-story building. Like I said before, I think it would be cool if ANet did that. RangerofSparta 03:33, 29 April 2008 (UTC)

Sure! i want an NPC that finish some side quest cause im too lazyXD. And they have a lot of resource in their servers so, i think i could use some to make me more rich!!! maybe some ppl got lag and towns turn in a nest of traders but.. IM GETTING RICH!. I think i was wrong.. an auction house is the better (and more razonable) idea  ;_; Kioga 14:47, 29 April 2008 (UTC)

I really feel this guy (lol) our own shops would be nice but no NPC controlling then you can just buy it and let it stand and only check it once a month for if it has run out thats not fun just money making Hungub 18:31 April Wed 30

Backed up here too, one reason I stopped play Guild Wars and moved to wow is that two screen support is their. Fregory 8th May

I like the idea, you would see more items and the prices would make more sence. It really doesn't make a lot sence to sell an item for 1g just to buy it back at 100g. BC 5-9-08

The only problem with this idea is that each outpost/ town would be completely full of player shops/ they'd be everywhere and there would be no room for them or it would completely lag the server. --68.42.30.255 19:53, 15 May 2008 (UTC)

Now this is an interesting idea! However, to have a shop in a major town or outpost would cost you more gold. Each town/outpost can only have so many shops depending on the size of the town. The shop would not be able to automatically be owned by you forever - there would be a timed (whether it is hours, days, weeks) lease on the shop based on the city and size of city. Hence, a shop in Kamadan or LA would cost more to keep than a shop in Amnoon Oasis for example. A shop owner would also be able to 'sell' ownership of his/her shop to another player. This would allow for some sort of turn around on owning shops so that not only a few players own them. So the shop could be chosen off a materials/weapons/runes/etc template but would also allow you to sell the excess Green Weapons or r9 gold weapons that you may have in your vault. Perhaps to facilitate an auction system, other players could approach you to sell their items for them at your shop for a small fee or something like that. Could even have a title to go with that where the benefit would be that when you buy things from shops, you get a discount depending on your title rank. Not too sure how complicated that could get though, but certainly an idea.--Shaia 09:20, 19 May 2008 (UTC)


Or we can have a really big Building that contains all the shop. we then click on the NPC and they will give us the option of what we are looking for (i.e weapons, runes, items etc) .once we click it will give us a list of all the people that have those items in there shop. we rent the shop instead of buying it that way not everyone will have a shop. put a limit on it like you have to be LVL 20 stuff like that. This way there shouldnt be major lag since not everyone can have access to this *Mustafa Kamran*

this isnt neopets or w/e its called
Sure! NPC's to sell our stuff, complete quests...Heck, can I hire an NPC to engage in combat for me? But I also need one to decide what build I should use and do that for me. Also, integrating ideas like NPC's to socialise in the game would always be good. Anyone ever head of Progress Quest?
The players are supposed to play the game. The game is not supposed to play itself. So tired of people who want absoloutly everything done for them.--Neyon 15:26, 1 June 2008 (UTC)

i like this idea even though the 3 posts above me make very good points i think that a shop or buiseness kinda thing should be runnable but not without difficulty! i was kinda thinking like a player run government as in you could set up lots of shops like you can in the real world but have real world downfalls! yes you can hire an npc to run your shop but the npc wont do much good stopping a player who has the idea to wait till night time, back hand your 5bit npc, take every thing he wants and leaving! so basically with real world oppertunity there should be real world consequences! also it would be kinda cool to be able to become a lord or lady with lots of money and lots of ppl underneath you! but like i said real world opertunity should have real world dangers! ~RedRabbit

Make It GW

I know there's been alot of suggestions for many things such as houses, shops, and out of battle skills. All I have to say is if you do something new, please make sure that the game remains as distinctly gw as possible. unsigned 04:14, 29 April 2008 (UTC)


They can like keep the interface, and maybe let it be moded xD
But yea, i agree, make upgrades, but don't make it a whole
diffrent game!
Stupid Joe

You can already edit the user interface as much as you want it is in the options. A little research and less sloth would be more productive here. Your name seems to fit.

I think what he Joe meant was that it would be nice to change the look and design of the interface, with different skins, not just rearranging the screen so that such bar is up instead of down or this display is vertical instead of horizontal. Adragon202
I see the arrogant commentor clearly can't see past his/her own nose please leave your name next time. Agree with you Joe about changing the interface different colours/borders (a diff 1 when playing as norn/charr etc.) will be cool if it doesn't take up too much time for the dev's. - Rayner -
amen

Consumables...

Arenanet, if you're going to have consumables tone them way down. GWEN killed things a lot, Ursan and consumables, pain inverter etc. I get more and more of a feeling GW will go the way of WoW in some respects and hope to hell that they tone down on how their consumables work. The stuff that came with GWEN is over-powering and last way way too long. HM isn't so hard when you use a set of consumables and are stronger than the AI. 203.173.242.13 04:32, 29 April 2008 (UTC)

Consumables don't last for ever, they have really limited effect and most of effects are gone if you die. Whole point of spending cash on consumables is getting something for your money, if you make consumables with marginal effect, no one will use them. Biz 12:18, 29 April 2008 (UTC)
I'm sure he's talking about consets, which do not disappear when you die, like many other consumables, and last three times as long. Kokuou 13:52, 29 April 2008 (UTC)
I see consumables serving two purposes. 1) Reliable, long-term gold sinks. 2) Equaliser for hard areas, people in reliable, good active guilds can do without, people trying to solo or pick-up-group it need an assist to make the area do-able. Whilst I don't like consumables, you do need something to solve those two problems.Jbuk 12:15, 4 May 2008 (UTC)
As a player who has cleared two of three campaigns with Ranger +hero/henchman... consumables, and consets are invaluable. I've got nothing against coop play, but without real people behind the other team members (and one who know what they are doing at that) consumables make things a little easier, but not a walk in the park by any means. Monkenstien129.19.92.234 15:07, 8 May 2008 (UTC)

I can see the point of consets and can see them. I have beat every game on HM and only in Factions (easiest of the three) I used cons, but the only reasoned i used them was I was in a rush to beat the game and cons did help. i think the way to even it out is to make them cost more possible. It been awhile since i bought them, but they are only 50g right? ~Phox53~

I also HATE consumables in games. (Narziss 22:11, 28 May 2008 (UTC))

Consets are terrible in my opinion, in the way that they are yet another thing that just makes the whole game so much easier, which means players with actual skill don't really do any much better. I managed to complete all the campaigns easily without any consumables of any kind.--Neyon 15:30, 1 June 2008 (UTC)
I agree with the above comment. GW is supposed to be about skill. Don't use guildies & friends as arguments. In 6 months since i bought the games i found many good & helping friends. If your guild isn't helping in anyway , who holding you there? You can leave on whim & find a new one.(77.70.60.92 13:25, 12 June 2008 (UTC))

Mounts / Riding

moved to ArenaNet talk:Guild Wars 2 suggestions/Mounts

More Active NPC Involvement in the Storyline

One of my favourite things about the Prophecies campaign was watching the NPC characters travel through the game with me. Back in pre-searing the second thing I remember (after Gwen) is going to get some quests from a lady with a hammer. It was great after doing a few run-arounds to follow Devona and go fight with her in a few quests.

Skip forwards a while… much later, I remember a exploratory journey to Serenity Temple, and outside I see Devona again. Interesting to see that someone I remember has also survived the searing and is still fighting away and wanting some help.

Again we skip forwards, in the middle of “The way is blocked”, on my way to Borlis Pass, a hammer warrior comes storming out of nowhere and starts beating the crap out of everyone; this was of course very cool and it really made the game seem alive – I wasn’t the only one going to Borlis pass anymore, other adventurers were coming with me.

There are a few more similar quests: “Ascalon settlement” and “Into the Unknown” also give a sense that you’re journeying with more than just your 6- or 8-member party. In many other areas of the game there’s not much going on; the Maguuma jungle is just running around questing; nobody’s really fighting the White Mantle with you. The Southern Shiverpeaks are a similar story, not many quests and nobody around to see.

So what I feel would be really good for GW2 is this: have a new group of characters, descendent of our hero friends (“Children of the Legends”?) and make them involved in the game; have them travelling and questing just like we are. Get them to do cool stuff, to Leeroy around the place, to make stupid jokes, to mess up, get captured, help us out of trouble, and generally be around to make players feel like they’re less alone. Most of the other campaigns and expansions haven’t really build on this theme as memorably; while there are various characters in the storyline, they’re almost all confined to either being in cut scenes or standing around as henchmen; never involved of their own accord.

So let’s have Devona’s great-great-….granddaughter showing up all over the place in GW2.


79.67.101.254 20:44, 29 April 2008 (UTC)

What do you think of this? You have 'party' areas which play just like GW1, and areas where you ALWAYS SOLO but can have mounts, swim climb ect.That way, it will still be GW but you can have areas to use these features.After all, there is no sense in the whole party swimming or climbing a tree.Not sure how to sign, but Go Go Team Olav.

This is my favorite idea on this page so far --76.84.191.116 23:33, 23 May 2008 (UTC)

PvP Reward Armor

Could we get armor that would only be obtainable by achieving a certain PvP rank as a prestige thing? Visual effect only of course.206.72.49.46 22:03, 30 April 2008 (UTC)

Problem comes with interval titles, so it a lot better to just have emotes all the way unless they want to waste time and money modeling 100 different suits of armor. Biz 22:23, 30 April 2008 (UTC)
Yeah, it would take a lot of time, but since when is "good enough" good enough?image:ranger-icon-small.pngBlackie ewilson92 22:50, 30 April 2008 (UTC)

This creates Elitism which is not good for a gaming community. Everyone should have the same access to items in the game regardless of PvP or PvE. You can make the costs for the items higher (eg. 15k armor) and such so that you must invest in more time to obtain them but to force someone to play PvP or PvE to get a certain item or armor is a bad Idea. This suggestions should not be given the time of day.

Didn't you just contradict yourself? You have to play a certain extent to get 15k armor. Someone who doesn't play can't get it short of cheating. People with more expensive armor look better (in general) than people who don't, so people get a reward for playing, but there is no reward exept visually.

As to number of armor sets, you could probably get a way with just 1 or 2 armor sets per class, which would only visually improve once or twice.206.72.53.100 01:48, 4 May 2008 (UTC)

Decent idea, though I think there should be a reward weapon or two for each class. Doesn't have to be fancy, just better than assassin pvp daggers which look somewhat ridiculous.206.72.53.108 01:38, 7 May 2008 (UTC)

Why don't you play through an agonizing HB Auto-Tourny like everyone else to get Reward points to make this stuff? =\ If you're lucky and can GvG a lot, then do that. Otherwise, suffer through HB or stop crying, 'cause GW already has a PvP rewards system. It's just confusing and bad. RitualDoll 18:42, 19 June 2008 (UTC)

Sport / Minigames?

To get out of all the kill this, kill that, how about a friendly game of say Football, or say Dodgeball(like dragon arena) But not event specialized, but rather make it an organizable game.

1. Have the sport games like alliance battles 2. Allows Guilds to compete with each other in the sport 3. Maybe making a betting system, 25% of gold goes to winning team, 75% goes to the Winning betters (divided of course). If total bet is say less than 500 gold, virtually give say 5k worth of gold on each team. Also if only one side has enough bets, again give free gold bets. 4. Allows spectators to literally be in a stadium/colosium styled seats. 5. Maybe, have a global tournament of this sport, like the real game. 6. For a game like Football, use like skills to tackle, sprint, pass, shoot, take cover etc. Shouldn't be too hard. 7. We loved the rollerbeetle races, they are so fun! Please keep a similar version in game All the time. 8. To prevent say everyone from going to the games all the time, put a limit per account per day say 3 times?

Later added suggestions: Make it possible to observe the match later, but betting of course is over.

just some thoughts.


Great ide! Please make the observing LIVE with possibility to observe later. What i like is that this "Sport" includes not only the top guilds, but everyone can be a part of it.
My mini game idea : Some kind of (ingame) "trading" card game like ""Tetra Master"" of Final Fantasy 9. I really love this. There could be a title for collecting different cards which drop from certain chests, monsters and after quests. I also would like to play Polymock against real players :). If you implement these minigames, you could make championships with great prizes. Ulkiges Ding 10:05, 4 May 2008 (UTC)
I posted a different control system for mini games kinda like what you guys are saying and people rejected it saying it would ruin the game and would rather just have the standard skill set and animations like the mini games currently that play exactly like the main game. I say that mini games should feel and play and have controls like a different game altogether like whats suggested above but just be that a independent mini game inside the game and I'm all for it. Also have have specific locations in the world for these mini games so it feels natural and integrated like for football have a stadium or a racetrack for a racing mini game etc.122.109.43.82 15:39, 5 May 2008 (UTC)
About CCG(Collectable Card Game) - make card decks profession(race even?)-dependent, that will add some spice... Also make the play only allowed in town "taverns" or in guild halls with pre-bought card table, that will ease dev's work :D More innovate games like Polymock, probably something of Witcher's dice poker (sorry, couldn't find any external description for this minigame) class might be really good. But not make gambling! Just minigames that lay bit apart from entire game. Maybe some exclusions like Sphynx boss who wants you to defeat him in Polymock ^^ Ratys 19:44, 5 May 2008 (UTC)
How about having polymock as a sport/minigame but have it PVP and allow people watching to place bets but have a limit on the amount.Ultimate Light 16:59, 4 June 2008 (UTC)

Handedness

I just read over this veritable plethora of GW2 comments, and did not see anything about whether you could choose to have your character be right or left handed. That would be sweet. - The Omerta

I'm right-handed, but I would love to see this feature. - 144.226.230.37 16:44, 2 May 2008 (UTC)
I would love to see this added. I'm ambidextrous so I would really hope if they added this they would make that a choice. So when I put a bow on I can choose which hand I put it in and same for everything else. --The Cyphero 02:08, 5 May 2008 (UTC)
Really? How many mmorpgs have you played where you could pick dominant hand? Biz 11:48, 9 May 2008 (UTC)
correct me if im wrong but isnt that the point? ~~Gow Czar~~

/wasteoftime. Its just one more thing to click. And peronsally I think most will just leave it on its default choice... --Risus 22:13, 13 May 2008 (UTC)

thats your choice to use or not Gow Czar 02:43, 14 May 2008 (UTC)

An interesting idea, but I don't see what this would do for you. You essentially click or hit a key to fight anyway. But I can see where this is would add another level of character customization.--St andrew 23:43, 22 May 2008 (UTC)

Diablo 2 actually let you put weapons/shields in either hand if I recall. One of...few...things it did that was cool. But overall, not a feature I'd want the devs working on over something a bit more pivotal. If they can implement it easily, cool. if not, no big loss. 209.169.193.196 08:28, 26 May 2008 (UTC)Anonymous Unregistered Idiot

I like this Idea and it wouldn't take any time to program. in GW1 chars have a primary and secondary slot, just change it to right and left hand.

Better Storage Solutions

The current storage solution is ridiculous. I currently have my entire storage full, Two characters with fully upgraded bags full, and a bag and a half on my main full. It's a little ridiculous if you ask me. And I need/want it all for the future. Some are keys, some are quest items, some are upgrades, some are overflow of materials and some are collector items. Not to mention my Mini collection.

My solution? Larger storage. The current setup of one plus one for each campaign was a good concept, but expand it a little. Give us fifty slots per tab or something. After that, go crazy with the prices of buying a new one after we have spent all the campaign related ones. For a fifth slot, charge us 100k! HUGE gold sink, and I know I would buy it. Or go 50k for a fifth and 100k for a sixth. To be honest, I don't even know if three hundred slots would be enough for me in the end, as I am a pack rat.

The crafting material slots. Yeah, that was a huge improvement to the storage. I love it. Though it could use some tweaking. heighten the limit. For a full set of Elite armor it generally takes more then 250 of a certain crafting material. And what could the ability to hold around 1k tanned hides hurt? Or even ectos?

Key ring! Everyone wants it, and we all want to know how a chest plate can take up the same space as a steel key. Heck, you could stick the keys in your boot! But please, implement some sort of key ring system.

Bigger bags/belt pouches. The unique bags in GW gave me this idea a little while ago. Give the ability to get a bag that is the same size as the backpack. Make it an end game item option. I'd trade my end game trophy for prophesies for a large unique bag. And the same for a belt pouch.

Heck, a house would be great for this. I was somewhat against the idea of a house at first, but if it was implemented like HoM it could work quite well. Have a chest or something in there, a place for weapons, miniatures, keys, crafting materials. Give the basics to start but have the ability to upgrade your house so it can hold more. Then throw in a "magical chest" that will let you access it in towns.

Add your own ideas. And keep in mind I'm suggesting all this while half asleep. I'll more then likely revise this at some point. --Kairu 05:20, 1 May 2008 (UTC)

Stealing ideas from other games, they could implement a system by wich you can store and use bags, belt pouches and backpacks directly from the vault storage. By example, if we have a vault box limited to 50 inventory slots, we could fill them with "10-slot bags" instead, for a grand total of 500 inventory slots (of course, there would have to be a limit like "no container inside another container"). --Fighterdoken 05:29, 1 May 2008 (UTC)
What's funny is that I actually tried that at one point. Was rather disappointed when I could not. I just find it rediculous that I have two mules dedicated to storage. And I am going to have to make a third for the same purpose soon. Either that or sell my plethora of keys/collectibles. --Kairu 05:51, 1 May 2008 (UTC)

Awsome idea with the house. I have an idea to build off of that. why not have tons of villages accessable by menue and have huts and houses for all price ranges. also a furniture shop would be nice :) --skoolmunky

The problem is, your getting into games like "The Sims" with things like that. Yes, its a good concept, but I would rather more time and effort put into the game content.And the programming behind that would take away from other things. Maybe subsequent updates could do that, but for the original release I'd rather just the basics. --Kairu 03:22, 2 May 2008 (UTC)
I think there is a good point here though, especially when it comes to crafting materials. Xunlai can magically store half of everyone's owned objects and have them available all over the planet instantly, but can't store more than 250 of the same crafting material per person... it just doesn't seem consistent and isn't convenient. -Frank The preceding unsigned comment was added by 65.222.232.2 (talk • contribs) at 21:24, May 2, 2008 (UTC).

I was really disappointed when I saw that HoM doesn't have a vault or some kind of extra-chest to put my stuff in... Or just I simply couldn't hang my weapons and armors on monuments to free my storage space from them? Yes, it would be lame to have mutual exclusion between beautiful statue and beautiful armor on character... But what holds you from making it optional? Like "would you want to leave the armor in your inventory to further use it, or remove it and retrieve later?". And more about houses. I liked the above mention to make character-attached houses in HoM manner, but I also add an idea how to organise such thing. Imagine - major cities have something like "appartment district" (I mean, part of city, not districts as they stand now) where different "enchanted houses" whould stand. They would provide a character entrance to his/her(/it's, again ^^) private appartment, if character have bought it of course. It's like xunlai chest account, I guess you get what I mean... Make it so every character can't have more than one home at a time. And appartments placed in different houses should differ by price and quantity of options like storage slots and display cases. Also they should be customisable at least in furniture rearrangement way. All this shouldnt take too much server space, as everything is made from predefined models and stores only byteworth information about object location. (I suggest to move this part of post to different thread) Ratys 20:15, 5 May 2008 (UTC)

I think an even more simple storage solution would do. For example, I do like the crafting materials storage tab the only downside is if you make 1 consumable or weapon, you are out a whole stack of materials and left empty again, if items would stack up to 1,000 or so that would be more practical. Also another big thing that takes up my storage space are all my armors, yes we all like to look good so a seperate armor tab maybe per character would help out alot too. I dont know how many people ive talked to that have had to throw away armors due to lack of room. Also if there were a home or seperate storage type place it would be interesting if they were divided by districts, like in each of the different realms, although that would take up alot of additional resources then again.. the HoM is almost just that--O Frost O File:O Frost O Sig.GIF 00:23, 6 May 2008 (UTC)
This one of those topics you will never be satified with will always want more or different. I was over joyed when Anet did give more room in chest it takes management but it can work if you want it to ~~Gow Czar~~

Hi, yes i agree the storage solution is very low, i went out and bought more charactor slots, cos each charactor can hold 40 items, so i got 20 slots, made 20 pvp charactors, and filled all the charactors with different items, i got more storage on those charactors, than the storage box in the guild hall, why did they not make that storgage box like 20 across, by 20 down, or bigger per campaign, instead i paid 120 pound uk money to buy 20 slots, just for storage, i give you a hint they wanted you to spend money.

I am a HUGE pack rat, I save collector items for hero weapons, I have a minimum of 2 sets of armor each of 14 characters, I horde holiday items like crazy, and I have a sizable mini collection. So here is my opinion...1. Up the stack limit to 1000, 2. Have specialized storage for things like Mini's (and make them stack...I have doubles), collector Items, holiday weapons, etc, much like they did with materials or even the festival hat guy, 3. Add an Armour tab, or make it so you don't lose your pricey runes when salvaging, and lastly, and yes I know people are likely to chew this apart...4. Make Storage accessible from out of town, this would effectively increase you storage capacity while out and about. You could place the storage boxes by the gate to each new area or town that way you can make room if you end up getting more drops than expected, but your actual pack stays the same. Alright...the gates are open for bashing. lol. chevy
Just an idea but i think it would be nice if your amount of storage is based on the number of toons on an account and the number of campaigns you have, like you get 2 tabs and a material tab for each toon, and one tab for each campaign you have..~Phox53~
How about something simple. (i agree that they want you to spend money to buy more accounts to get more storage) Let us Buy more storage! From the online store for real currency, just like additional player slots. then you can have as much space as you want without having to run multiple accounts, AND you can access it all at once. If you don't have two computers how do you shift between accounts? trade with a friend? (Monkenstein)

Suggest that for every max-level character a players has, they get additional storage (one slot per max-char). You could also do the same for age, one slot per year.--St andrew 23:39, 22 May 2008 (UTC)

Combat Enhancements

1. I would like to see skills that block actually Shows the weapon/shield blocking attack. If the skill that dodges, Maybe have the character Dash, roll, lean, or do something to dodge. A good example of this is the game called "The Witcher". I think its very useful, and I dont think it takes that much code crunching. Though, if the character is say surrounded by enemies, make him only able to block or dodge attacks from those he is facing. I did a small simulation of this in Java in less than an hour.

2. More realistic physics. For Example, especially now, that GW2 will have an Y-Axis, why not say have the character Jump up, then when that swing lands, it does extra damage due to the momentum of the blow. Or if you have a sword, and you sprint towards the enemy and the first blow hits harder, or say removes any stance. To balance this, one may say give a small penalty on Energy, or Adrenaline.

3. More attack moves. The fact that guild wars had about 3 different normal swing styles, why not add more? so things wont look so repetitive? Like say 6 different animations.

4. Different attributes of spells have different animations... You know, like a water magic spell should have a "Character" animation (not effect) that looks different from fire.

5. Shields should not only give armor, but have a chance of blocking too. But when blocking, one may not attack.

6. Cast spells, attacking on the run. Allow people to attack, or cast spells on the run. Like shooting a bow while running. To balance it, say have only a 10-20% chance of success.

7. Interactive environment(instances only). By this, I mean say if one decides to run into water with many enemies, a lightning bolt should be able to hurt them all. To counter this, maybe have the lightning do half damage to allies too. Or to be able to destroy small wooden walls that someone is hiding behind with a fireball. Since its instances, it wouldn't effect another party.

8. Enchantments creates different Auras around the Player. For example, Armor of Frost creates a thick blue translucent layer around the player's armor, simulating Ice.

9. (1,4,8) can be turned off for those with a lesser Video card.

10. I like the 8 skill system. I like that it makes you to be strategic in combat. Suggest that you allow the players to build skill macros – a queue of sequenced skills. When you select the macro, the sequence fires in the order you arranged. In fact, it would be very cool if different combinations enhanced damage or combat effects (like deep wound, longer bleeding, burning, etc.). --St andrew 01:38, 19 May 2008 (UTC)


Maybe allow a different set of skills for each weapon set currently setup.. like switching from a bow to a sword and having sword skills when your using the sword so when close up enemies surround you you can use your sword (more realistic?) of course add a penalty if possible like 2 min wait before your able to switch back to a set recently used.--Catheus 23:53, 5 May 2008 (UTC)

concerning the interactive environments, i think Aion will do very well with this. if its raining your fire attacks are weakened and water buffed plus some other cool stuff. also, it will even do some cool emotes, ive seen videos of people who stop moving while slightly submerged in water and after a few seconds they start to wash themselves, it so cool, i want to see this stuff in GW2.121.208.172.69 09:34, 7 May 2008 (UTC)

IMO i think the fighting style should be much like what was described further up! when i block an attack have the two swords actually meet in mid flight! also shield bashing would be awesome! if any of you have a Wii get supersmash brother brawl and look at how Ike fights! that is kinda the idea i would like to see in the battleing style in GW2 for warriors at least! also i read in another thread that when i have a sword and im half a foot from and archer he shouldnt be able to shoot his bow at me! i have personally tried to shoot a bow while somone is swinging at you! it cant be done the bow snaps in half and you are defeated seconds later!~RedRabbit

What I'd Like to See

1.You should be able to ride(mount) pets 2.Camping outside an outpost(so you don't have to run around the area and fight monsters all over again if you need to go somwhere) 3. Diving(reasearching underwater caves, catching fish or searching for underwater treasure) The more you dive the more you train your lungs so you can dive longer/deeper. 4. Any "non-inteligent" creature should be able to be a pet. Devourers, spiders... 5. A separate design tool that you can use to make unique objects for you character that you can then use if you pay a certain amount of money(with other words you design it and then you pay a crafter to make it the way you want) 6. A make-up artist you can pay to make you a new haircut, change your eye color etc. 7. If you jump of a cliff you should lose a lot of HP or even die 8. Henchmen(and heroes) should have some kind of restriction to stop them from radnomly jumping of cliffs(if they get too close to the edge) and dieing due to their stupidity(you can never make them smart enough)

P.S. I pressed the "Add a comment to this discussion" button (marked with a +) Not my fault if by some way something else happened

78.0.68.163 15:01, 1 May 2008 (UTC) Just wanna tell you that most of these ideas have already been sugested Hungub 20:12 May 1'st

I actually like these idea's, but if you die where should respawn places be and do you get DP or do you wanna delete DP from the game?

Facial Expression Progression

I got this idea reading a post about how the armour in GW2 should age taking on nicks, cuts, scratches and dents.Well what if youstarted off at the beging looking like some kind of fresh faced recruit. And then as you completed missions and quest and gradually progressed through the levels you began to look more like the battle hardened veteran that you are becoming. What I am suggesting doesn't have to be anything serious maybe like a black eye at the beginning and then a couple of scars or some shadows under the eyes if you just got done with a really long quest. This option could be completely voluntary, you could either design your won face if you wish or you could pick what is will generally look like and the let the progression part take over. Also the progression should affect the genders and races differently or it could look really strange.--A fry 02:08, 30 April 2008 (UTC)

What if our characters would look differently over time too,i mean,just like in guild wars with the birthdays.Every year that passes in the game should also change the character.That way we would know for how long players were playing the game.

I think that would be cool at first, but you would have to play for many years to see any real difference. Plus eventually, we'd all be a bunch of geriatric lunatics swinging wands and hammers as we shuffle through the the continent of Tyria made uneffective and unappealing by the ravages of old age. -Tarascus Bloodblade

Maybe not to the extent that you describe, but it would be cool. If DP returns with GW2, it would be cool to have a bruised look about you, and when you hit 60%, you look like you have just been run over by a horde of centaurs... which you have. Ashes Of Doom Talk 20:20, 3 May 2008 (UTC)
If DP becomes semi-permanent, that'd be awesome to have general facial appearance change over the course of a character's lifetime. Kind of like in Shadow of the Colossus how the kid generally started to look darker, more battle-hardened, bloody and scratched up and stuff...was beautiful.


you mean like fable's type of growth when if you got attacked by a werewolf you would have a big scratch on your face-ncross1

I think the higher the level you become, you can choose what kind of facial feature, so you can have happy and peaceful person or an evil, cruel person.

I'd Like to be Fat

My suggestion is to make a customable fatness just the way you customize the height or like 5 stages of it. It could apply only to Humans as i don't know the diet and lifestyle of other races. I always wanted to make a fat drunken bard that would look like Little Thom but ev'ry character looks like a super model :/ It might not be so simple as not only the tummy grows but legs, neck and such get fatter too. Just if you would, make it the way no one could abuse it, put a reasonable limit. Something i lacked in all the games i've played. Alistair Cookie Image:Ritualist-icon-small.png 01:05, 2 May 2008 (UTC)

Bad idea, it might offend some people if someone is running around town yelling "look im fat!!!"

How is that offensible? It no more or less stupid then dancing in town in underweres. --Bob 22:57, 2 May 2008 (UTC)

This is a very good idea, in addition to the height scale, 3 or more base model could be offered. Tiny, Regular, Heavy. Somewhat like what was avaible in Quake III Arena... --Bob 23:00, 2 May 2008 (UTC)

I can't imagine fat Asuras or Sylvari. In my eyes, thats kind of strange. --User without a proper name

Fat creatures would die in Gw world = no thanks to fat characters. Limu Tolkki (Limu Tolkki - talk) 21:44, 3 May 2008 (UTC)

This reminds me of an idea or rather a hope I had for gw2. Was thinking that they should have the feature for people to be able to change the weight or physically fit appearance of their characters upon creation. You know how everyone in the game can only change their hieght but they still look fit no matter what? It would be a nice change if you could make them slimmer or add a little more, kinda buggy how elementalists have a slim fit body I would want on my warrior because I don't like being too buffy. Verix Phrigustus

I like the idea of having an Accessories Trader, where you could customize the look of your character by buying a mustache, or paying for a tan, dying your hair etc. This way if you wanted a scar, you could pick the type of scar you wanted, instead of having a random scar that you may not appeal to you and make your character less appealing. chevy

i like this fat idea but why only for humans? i can think of a fat charr, asura, well maybe not sylvari but most importantly a fat norn keep it within limits ofcourse, no heart attacks or such

Commands to...

One of my ideias to Guild Wars 2 be a better game is to add a command to, for example record a video (more ideias are welcome), i think it will be funny to us record our best moments in game without use a third party program. cra2sh 01:11, 2 May 2008 (UTC)

Why? Just use fraps, its simple^^ Ulkiges Ding 10:07, 4 May 2008 (UTC)
If by 'simple', you mean downloading FRAPS, installing it, setting it up, then... i'd go for the suggestion that bypasses those steps (and I imagine would require only a press of a button to start and stop it). → BROWNSPANK 05:40, 7 May 2008 (UTC)
also he said "without a third party program"
Lineage 2, while it sucked, had a very nice in game program you could use to record videos. It'd also be nice if an in game video recorder let you set the UI as on or off to the camera, but you still see it in game, that way you can fight but not lose any ability to play.
It could even be done the way game replays are saved in games (I'm thinking, the Gran Turismo series on the Playstation): track and save the character actions and camera movements, then export to video later. Optionally, you can toss in some "directorial" features in the export, like being able to switch POVs and camera movements while exporting (like being the cameraman-director), or picking a theme from the existing soundtrack as background music. I would guess this (sans the export features) would be less processor-intensive than the traditional screen recording method (correct me if I'm wrong). → BROWNSPANK 04:21, 8 May 2008 (UTC)
Because noone has said it in these words exactly yet, even though they all mean essentially the same thing, make observer mode available everywhere, and let you save games on it. The coding is obviously there, hitting 'b' is a pretty easy way to confirm it, it would just take some expansion and changing to allow it to be accessed by players personally and through all gameplay types. Games could be saved locally just as templates are, so no storage problems. 71.31.149.63 19:39, 8 May 2008 (UTC)

All fighters should be fat by default and you should have to go on a special quest if you want to lose weight

Jade Sea

I'm not sure what is planned with the Jade sea, but this is a suggestion to either keep it as jade, possibly have an equivalent "frozen waves" area introduced somewhere else in the world, or allow some jade to go to water, but in such a way that it stays as a unique environment. If nothing else, the jade sea is a unique environment, which might be hard to plausibly repeat somewhere else in the world, while oceans and lakes are much more easily repeatable elsewhere in the world.Tambora 03:37, 2 May 2008 (UTC)

The above was edited slightly by me.Tambora 20:20, 2 May 2008 (UTC)
Cantha isn't going to be in GW2 at least not yet, they might add it in an expansion, but its all speculation. --The Cyphero 04:08, 5 May 2008 (UTC)
I know, this is if any expansions in Cantha are being planned. (Which I'm assuming will occur if guild wars 2 lasts long enough to get one, because some backstory was written for it and it is a big part of the world.)Tambora 22:40, 5 May 2008 (UTC)
Ah now that makes more sense. lol. Well, Yea I think it would be cool to see it "slowly" change. --The Cyphero 23:00, 5 May 2008 (UTC)
I'd like to see that, the Jade Sea adapt into it's own environment. IE, plants that survive on jade, or something.

lol something tells me that they will move from the events from which happened in Eotn back to Nigthtfall then Cantha and finaly Ascalon.

Now thats reverse. As ifnt the plot is reverse now that the bad guys are actually doing some damage

Wait...doesn't the human race revolve around Cantha? -Body of Power --71.100.161.193 23:55, 14 May 2008 (UTC)

In the Eotn manual it said the jade sea is "melting"

Yup in Eotn it is said that jade sea is "melting" and tht is ok because the curse of Shiro Tagachi is gone so it will be stupid that jade sea will remain frozen!!!

wow! that sounds nice, so echovald will become a normal forest again to.I hope there will be an expansion so we can play in Cantha and especially in Elona. Nilzardo 17:07, 5 July 2008 (UTC)

Skipping Cutscenes

It would be really nice if when the majority of the party wants to skip the cutscenes then it skips. That way we dont have to wait so 1 or 2 people can watch it. And to counter this so people dont lose track in the storyline give them the ability to watch any cutscene at any time. Like the scrying pool in the hall of monuments.Talk page Drogo Boffin 16:46, 2 May 2008 (UTC)

Why doesn't it work if you want to skip you skip and only applies to you if you want to watch but someone else wants to skips he(or she) skips you stay watching.

That works for end cut scenes but not mid ones where everyone needs to continue together. What I would suggest is have the leader of the party mark a flag at the beginning of the mission for no cut scenes and have that flag shown to all people joining in the party box so everyone knows this is a no movie group so those that want to want to watch the cut scenes can leave the group before the mission other than a heavy story roleplayer getting mid way into the mission and being screamed at to skip the movie. 122.109.43.82 15:46, 5 May 2008 (UTC)
@Drogo-That would cause confusion for new players that want to know what's going on within missions, as sometimes new objectives or mission mechanics are explained in cutscenes. @122.109-Completely awesome idea. Allows for easy skipping of movies with minimum inconvenience to everyone. If there's a best solution to this problem, that's probably it. 71.31.149.63 20:14, 5 May 2008 (UTC)

No, that's a ******* terrible idea. Just make it so if press the button to skip the cutscene but not everyone else does, you're taken to an interactive game of pong between two bog skales using their own mucous

Actually idiot, that's a better idea than having to sit there watching a cutscene you've seen 3 times because of some afk player. I would rather it take you straight to the town after you press skip, and you simply have to wait for the other character to finish watching it. At least this way, You can manage your own screen and whatnot, while the other player has the opportunity to watch the cutscene.

I find this very rediculous. I love watching the cutscenes on guild wars. I don't think ANet should take the time to program some silly flag when they can just sit there for 1 min and watch it. Heck, sometimes if I scene it before I take a short bathroom break. I'm surprised at the people who don't like watching them even if they haven't seen it before. 76.240.199.123 07:20, 4 June 2008 (UTC)

Its not fair for people who haven't watched the scene to miss out because they lost on the majority vote. I think that if a player chooses to skip a scene, that they'll be taken to the next area, but it should be done so that you can move around, but not too far from the starting point until all party members have finished watching/skipping the scene.

Special Arenas

Dragon arena and other such special event things were loads of fun in GW1, but only came every so often. My suggestion: leave special event arenas accessable, and just add the extra rewards during the events. This is a game afterall, which should, by definition, intend to be fun, so just leave the fun in, and add the title farming every so often. While this is really a suggestion for GW1 as well, it's painfully obvious that ANet doesn't care about GW1 anymore, so I would at least see them do it right on the next try, which they can't afford to mess up. 71.31.149.63 20:05, 2 May 2008 (UTC)

My only comment is that what made these games really "special" and a treat to play was the fact that you could only play them on occasion making them somewhat more level for everyone... Just my 2 cents. -- Frozzen User:Frozzen 05:45, 4 May 2008 (UTC)
That's why I suggested only having title advancement during events. For many of the events, such as Dragon Arena especially, you could do it between special weekends, seeing as that's where the idea came from, but only if your guild is willing and large enough. I would simply like an arena to set up such arenas more easily. This of it kind of like RA-you could do TA, given that you can find a good team and set up correctly, or you could go to RA for more instant fun. I just want to be able to do some of the more casual, but balanced and fun, games, while being able to be in a guild that is serious about GvG. It wouldn't be an absolute disaster if this isn't put in, it would just be a nice, fun addition without too much extra coding on ANet's part, as the mechanics are obviously still there. An alternative would be an arena that allows customized rules, such as standardized skillbars, and the ability to mix gameplay types and arenas(eg:Hero Battles have great potential to be fun, but the shrines turn it into an extremely boring version of AB with microing in place of fun-here you could set up a battle that uses 1 person and 3 heroes for each team, but is on a GvG or RA map to encourage actual combat). This would take a bit more work to add in, but could be an incredible addition. 71.31.149.63 20:07, 5 May 2008 (UTC)

Realistic Quests; More Ways to Tackle Missions

Dear Guild Wars Team, In previous games there were many quests I, as a player, couldn’t relate to. Earlier up the suggestion list some guys wrote they would like a more diverse way to solve quests. But before you attack that problem, think about the quest-giver him/herself. Although most ideas for quests are quite creative, sometimes the reward (e.g.) doesn’t make sense. I remember a quest in Factions were a purse was stolen from a poor woman. You find the thief killed and the purse ripped. Returning it to the NPC, she hands you fairly much money. The same problem I discovered in Nightfall, when you promises a worried person in Vabbi to save her colleague. That quest would be one good example, were I would have preferred some honor points or something similar instead of gold (at least for the sake of keeping the game “realistic” ;), I don’t mind gold). Another point: A brief while ago I was in an (online) discussion with various people. They were debating over what MMORPG was the best, or if pen&papers would stand a chance against them. One guy made the interesting suggestion, that Guild Wars should offer more ways to solve a task. Say you need to enter a house unseen (bad example, since you’re usually doing missions in palaces and forests). As a player, you could choose between climbing in through the window or entering through the back door.

Seasons and Migration

moved to ArenaNet_talk:Guild_Wars_2_suggestions/Seasons_and_Migration

Regular skill updates for PvE

As a PvE player, I find half the fun is in experiementing with different skill combinations. As such, I like the PvP skill updates as they force me to change strategies and allow the experimenting to begin anew. I suggest GW2 has regularly scheduled skill changes aimed at improving both PvE and PvP experiences. Every two weeks (or once a month), at a fixed date, a wide selection of skills are tweaked based upon how frequently those skills are used (buff the underused, reduce the overused), or just to change playstyles (one month slightly favours hexes and fire damage, another physical and frost damage, etc). Lore-back these changes by stating shifting dominance of certain gods/dragons/constellations. Balance updates specifically for PvP would be 'hidden' in these changes that would happen anyway. PvE players would complain less since they would expect these regular changes, and most would not be driven just by PvP gameplay. Both PvE and PvP users would need to regularly adapt, prolonging gameplay enjoyment, and there would be less of an elitist attitude as optimum skills and skillsets would not remain so long term. Most changes should be subtle so skillsets are not drastically impared in a single update. Jbuk 12:07, 4 May 2008 (UTC)

I totaly agree Hungub 15:48 May 4
This is a clever way to combat the issue GW1 has where you can use a single skillbar to do every mission, quest and vanquishing area in the game. The only problem is that because people will expect the changes, they'll immediately try to find an exploit for it.

Guild Transfer

I would like to be in the same guild as my GW character is now. Somehow they would have to transfer that data, somewhat like they're transfering the names. I see it like if the leader of the guild in GW1 made a GW2 char that char would have the cape and tag of the guild, but they would have lost they're guild hall because of turmoil in the past, and they lost they're alliance because nobodies been able to get to cantha in a long time, as stated in the Movement of the World. The leader would be able to recruit but once a person who was in the guild in GW1 makes an account they get added at the rank they were in GW2. But if an officer of the guild makes an account before the leader, they become the leader until the original leader makes an account. And if a basic member makes and account first, they become leader until an officer or the original leader makes an account.Lord Zepherr 08:16, 4 May, 2008 (UTC)

i like this idea because if people from gw1 has a popular guild and some one els tries to steal the name or tag and put it in gw2 it wouldent be fair to the people who originaly made the guild
this problem has already been addressed it is on gw.com
Really, i can't find it, if you coudl post the exact URL that's help alot. Lord Zepherr01:19 May 10, 2008 (UTC)

steeds / mounts

I think we should be able to ride steeds (different ones for different races) humans could have horses, charr could have hunter beasts, norn could have dolyaks, sylvari could have jaguars (the animal not the cars) and asura could have something like a giant clockwork moa. I also think you should be able to get armor for your pets.

I'm very sure if you look at above posts you will see that this has been covered. No point in having a 'mount' if you have map teleportation. --The Cyphero 04:14, 5 May 2008 (UTC)
No point, except being able to ride steeds, which would be cool in and of itself. -- Alaris_sig Alaris 05:14, 5 May 2008 (UTC)
The Cyphero we want mounts in addition to map travel so read above as that has already been discussed on why we want both (because map travel is only town to town what about that 20 min walk in between towns to that dungeon with no map travel point? and I'm sure you yourself would want to cut that travel time down especially if you don't have time to play much) 122.109.43.82 15:51, 5 May 2008 (UTC)

Agreed with you m8,it will spare our time and make game exp more interessting79.101.64.16 18:06, 5 May 2008 (UTC)

Sure it would be nice, some players like myself do have loads of patience and like to look around to see all the things ArenaNet has spent their time and money on. But, there are those on the other side who want to get things done now, and not want to wait a long time. Now I would just have mine to show off lol ;P (if they are going to add them that is). A Hunter beast would be pretty cool to ride though *day dreams about his charr character ridding one*. One more thing... why would a norn need a mount? They can just trasnform into a creature and get there on their own.That and they have really long legs lol. --The Cyphero 23:12, 5 May 2008 (UTC)
people complain about long travel times to places not visited/unable to teleport to, but if travelling was cut down from 20 minutes as was proposed the game would lose some of its depth. There needs to be a feeling of triumph when you enter an unvisited town, if its only taken you a few minutes to get there cause you rode your mount its unfulfilling. 121.208.172.69 09:18, 7 May 2008 (UTC)
This has all been covered above people, learn to read. The Cabal Stalk Me! 20:00, 8 May 2008 (UTC)
You may not have seen my suggestion earlier, but steeds would tye in well with jumping and swimming as things you do in certain areas, where you HAVE TO SOLO to save hero's/henchmen climbing a tree with you of whatever. Go Go Team Olav.
I beg you please please before you go creating files that you at least see what has already been created and discussed do your homework. Getting really tired of reading same thing over and over.. "quit beating a dead horse" ~~Gow Czar~~

i like the armoured pet idea as my pet just dis after getting hit u the armur shuold take dmg of the blow~~GAZZ3R~~

I agree! Mounted Companions would be a great Idea, since the Companion system is already going to be in Place. Or possibly a separate kind of mount, I have never played wow and don't really want to.. but it would be a great accomplishment to have earned a cool ride. It would definitely save time the 100th time you have to pass thru the same area. I think it would give a new perspective to the area and adding depth. Keep in mind, Those of you that don't want a mount won't be forced to get one! And if it works out to be your companion you won't have to ride it! It's an optional thing so don't discredit the idea for everyone just because you don't like it. ***Remember Guild wars likes to reward players for how they choose to play the game.*** a good example of this is henchies, alot of people don't like henchies and they don't have to use them, but for other players that like to play alone... henchies enables them to do so!

personally I would like the mount to be your companion that you will already have a kinship with, and once they reach a certain level... then you'll be able to ride them. 65.41.147.195 19:03, 16 May 2008 (UTC)

I agree with the comment above, this way you will have already had to walk through maps with your companion to get to new towns to be able to get the exp required to level your companion up to be able to ride it. Giving mounts a 25% speed buff only reduces a 12 minute map down to a 9 minute map anyways so it gives an even balance, you still have to fight and run to get to places! I think it is fair to say the large numbers of request for mounts has been noticed and GW will ensure it is fulfilled otherwise forcing half of existing people away. We want improvements on existing gameplay, can suggestions now be towards how to integrate mounts into GW, i.e. what physical type of mounts would fit for each race? (siege devourers, horses?), how would the game dynamics accomodate them? (same damage dealt and recieved?) [Dez]

Finally, someone got my point (to unsigned). A huge part of last three posts was already suggested here, not only by me lol. *blames disorganisation* This page really needs some archivation. Ratys 11:23, 18 May 2008 (UTC)

i think steeds/mounts should be a beast mastery skill and be your 2nd companion eg [you, pet steed]and should have its own hp, i think these should be different mounts with different abiltes eg rideing a dolyak ur dolyak has 10-42+ armour and cant be knocked down but is 75% like the skill but you can be knocked off it, steeds make your both move 5 -50% faster and a attack bonus and so on. but rideing a mount you should have more weakness like if you are knocked down or your mount is knocked down you you are knocked down to and the knock down skill does double damage or if get hit by a melee one hand spear/two hand pike or lance one handed [new warrior weopons] or hammer there is a chance of knocking a mounted by per hit you the two handed pike would have the most chance doing it. knocked down time off a mount of all types is doulbe and so is the damage by the attack or skill that did it and mounts and your armour is weaker vs the spears and hammers --90.199.200.103 16:04, 20 May 2008 (UTC) what do you think

Some things said are great, except those KDs, that will be really retarded imo. Perhaps, a skill called "Dismount" for Warrior that actually knocks enemy off his mount. And have you read about idea of merging pets/companions/mounts together?.. Just want to know what you mean - you're against it and voting to separate them or you just haven't read? Ratys 13:06, 22 May 2008 (UTC)



OR THE LOT OF U GUILDIES CAN GIVE EACH OTHER MSN OR ICQ OR WHATEVER U USE ADDRESSES AND JUST MAKE A NEW GUILD WITH THE SAME NAME AND THE SAME PPL

What Anet should do is very beginning of guild wars 2 after you made your character they should put you on this easy quest defend these animals (hopefully the companions won't be animals like lions or rhinoes anet should be creative and come up with cool companions that are race specific)so you fight off a monster or 2 and they're like we want to be your companion so you click on each one see their ups and downs(it would be cool if they could learn a profesion) maybe one could fly ( high enough to be off the ground low enough to get slashed by a sword) 69.255.162.201 17:07, 7 June 2008 (UTC)Cabbagepatchman

May Suggestions

Character Backgrounds(some have already been suggested by others)

Storyline(similar to when you get a hero now, you see their information)
Allow other people to see that person's titles, and storyline and guild rank
After you win, or guild suggestions(some have already been suggested by me/others)
Buy a house(i had this suggestion from April, once they beat GW, and did certain quests, let them buy or have a plot of land that people who are given access to can join, and also allow them to buy services, including special merchants you cannot find in a regular outpost)
Contribution Points(another suggestion from April, every time a guild or alliance member donates to a guild, they get points towards a title by the amount they donated and ect., once i find where all my suggestions are, i will put the link up)
Allow the guild leader to pay a hefty price to up the amount of people allowed in his guild.
Guild Ranks(instead of officer leader and member, why not let the leader make his own ranks, for a price, and they get certain powers)
Random profession hero, at the end of the game, after you pick your weapon or shield, if still will be there, you should then be able to, similar to guild wars, get a cool looking hero of your choice, and it should have a variance of the profession.
Hero only skills, if we cannot give our heroes some of our skills, give our heroes an edge, and make it where they have special skills that is specific to their profession and race
Other Suggestions
Duel Arena, make it where you can bet items and money on a duel, and whoever wins gets those items and money. Also, make it where you can have rules, like: no pve skills, no heroes, the location, ect. and it must be agreed upon by the opposing party as well... Maybe even have tournaments of these types.
Companions, maybe make it where the companions profession selection and what that companion is(like a GOLEM for Asuran or a wolf for Norn) is catered to that character's race
Guild Quests, maybe if there is a quest guy purchased, members, officers and of course, the guild leader is allowed to put items and money up for certain quests to be done, like get me such and such, or kill such and such, or explore such and such, and if you ask someone to give you a certain item(s), you are allowed, for a price, to retrieve those items from the guild quest guy.(similar to a suggestion by someone else)
Customized services(a suggestion by me in April), make it so that way an npc can be created with a name, and what he/she looks like, and his/her race.
Marketplace(another suggestion by me in April), every time you put an item you wanna sell in this marketplace, you may sell it for a certain price or item, for a cost. Then, this price of items and/or money will appear in your guild and your every alliance guild that has a marketplace(or if you know the alliance/guild's name, you can look at their wares for a cost and for looking, that guild automatically gets like 50% of the search cost if you buy from them)
Guild Bank(another suggestion by me in April), donate your money and items in this service(items cannot be withdrawn, only placed in marketplace and sold for a price), and every time you do this, you get points towards title track.

So, what do you think --Body of Power

All good ideas except Buy a House--76.84.191.116 23:42, 23 May 2008 (UTC)

Elite/PvE Skills

New month, new suggestion. And after searching the archives I didn’t really see much on PvE and Elite skills. At least not on topic to what I’m about to suggest. What I suggest is: Merge Elite skills and PvE skills into one concept in Guidl Wars 2

  • These skills should follow the rules of Elite skills with regards to your skill bar. One skill per character at a time.
  • These skills should be acquired in means similar to PvE skills and Faction Allegiance skills. From either quests or vendors throughout the world.

As wonderful and lore rich signets of capture are, I don’t see them working in Guild Wars 2. The world will be persistent, meaning if there are world bosses they would very easily be farmed. Since I don’t think anyone wants to return to the days of Prophecies and beyound, having all elite skills obtained in missions and dungeons only, I think we need to do away with the concept of capturing Elite skills in Guild Wars 2. I know, I'll miss the Signets of Capture too, but they'll be a pain in a persistent world.

  • Aside for a few non-attribute signets, all these skills should be tied to a class and not a allegiance title rank. Think of the Faction allegiance skills more then the Sunspear skills.
  • Under the assumption that eventually one character could unlock all (of their race’s) professions as possible secondaries, then one character should be able to eventually obtain all Elite/PvE skills for professions their character can become.

...and that is the entirety of the suggestion. The one undecided part is if this new classification of skill should be considered PvE or Elite with their eligibility to PvP. I don’t have a preference, and therefore won’t make a suggestion on it, but I know other people might so I’m mentioning it.--Ryan Galen 21:19, 5 May 2008 (UTC)

this does assume that the game will have some equivalent to elite skills and PvE skills, though it does have some points that might be useful for the developers in general.Tambora 22:42, 5 May 2008 (UTC)
I think that making all PvE-only skills elite would impose an unneeded contstraint on skill design and balance, leaving professions in PvE extremely vulnerable to the effects of PvP balance decisions. IMO PvE skills should be regular skills which are balanced for PvE and just happen to be unsuitable for PvP for some reason. Perhaps a certain effect is far less effective in PvE than in PvP, making a PvP-balanced skill with that effect underpowered for PvE and a PvE-balanced skill with that effect overpowered for PvP. Perhaps the skill interacts with a mechanic, such as aggro or hidden objects. Perhaps the skill would just be extremely unfun for players on the other side to deal with, like stealth, rooting, total shutdown, fear or direct enemy control. -- Gordon Ecker 00:45, 6 May 2008 (UTC)
I was actually talking about merging the current concepts of Elite skills and PvE skill in Guild Wars into a new type of skill in Guild Wars 2. As said, whether if this new type of skill are considered Elite or PvE is something that needs to be debated. You make a good arguement for PvE skills, and an interesting arguement for PvP only skills.
Honestly I find Tambora's comments about there possibly being no elite skills in the game most interesting. It... is just a concept I never thought of, and a completely valid one: they just might cut the concept.--Ryan Galen 15:24, 6 May 2008 (UTC)
I like the idea of a three-tier system where there are elite, semi-elite, and regular skills. You could equip 1 elite, 3 semi-elites, and as many regulars as you want. The fun about elites & semi-elites is that they are a bit more powerful, but also more difficult to get. Some involves a quest, some capping from a boss. Also, some skills may be PvE-only, and some may be PvP-only (why not both ways). Some might have slightly different balances for each (but otherwise same functionality). -- Alaris_sig Alaris 15:35, 6 May 2008 (UTC)
There were thoughts about separate skill sets for PvP and PvE at least this suppose to be possible todo in GW2. PvE skills are a way to get people to face far harder foes then average with out it becoming 2hard or needing highly specialized builds or skill setups that discriminate most if not all other classes. So as far as we know all skills in PvE could be PvE only or be tied to a title instead and attributes used for pvp skills. Biz 07:10, 8 May 2008 (UTC)
I don't like PvE- or PvP-only skills (except for Sunspear Rebirth Signet) because I like to know skill synergies I learn in one gameplay type can transfer into the other. You could balance down harder PvE foes if they truely are too hard or provide more ingame training tools to help people get better. Or..keep them in to help people get by and I can just not use them if I choose.Cameronl | talk 09:25, 9 May 2008 (UTC)

Some suggestions

I was thinking about the houses and boats idea and was wondering if they can implement houses inside or nearby the Guild Halls so it's like a neighborhood, and you can pick what style of housing you would want like a norn style would be similar to the towers in EOTN and etc. Also the boats I would love to see GvG on boats like have the sail the guild banner and several people can be cannons, one guy mans the boat, one repairs, and some can swim over to the other guys' boats via "doors" in the back or bottom or side or etc...


Hi, i think that be able to wear a mask and a head piece, will be fine, like if u can wear the bandana & the eyeglass at same time, maybe with different stats, but i will give u more convination to personalize ur characteres look. I like the armor treatment on OGW,also personalize ur parther look will be good 2, i like the game, & i love to personalize my characters. - ZAGA 6-may-08

That'll be interesting. You have a huge norn tower and then a small little sunspear tent -.- But still good idea about the boats =)

I really like this idea, but what do you think about further expanding the Guild Hall experience by allowing the guild hall creator to enter a 'Guild Hall Map Editor' of sorts when he/she brings his/her character to some sort of Guild Hall Administration Panel (possibly a throne of sorts that his/her character sits in to activate the editor.) Then the leader enters an RTS-like mode allowing him/her to purchase and place buildings/npc's/shops/furnishings/etc in the Guild Hall where ever he/she pleases, making every Guild Hall different from any other. KengouKajin 03:41, 4 June 2008 (UTC)

Ability to create your own skill

I think in GW2 there should be skills that u can create by browsing through the envoirnmental/monster skills/effects (not 1 hit kills) and could only be used for one character. if u have an assassin, then the sin would be able to do a skill that does high dmg, but will have to drain all energy and leave you vunerable so that u couldnt spam it|an eviornmental effect that leaves all enemies on the map defensless and allow allies to gain the advantage in the field of battle. or warriors would be able to create an aura that could buff their armor but would cause their speed to fall. --Lavitz 02:55, 6 May 2008 (UTC)

What if you based a skill-creation system on the Oblivion model, where increased potential damage raises the energy cost, or in this case more powerful ones (like "kill single non-boss enemy instantly 10 secs after cast") could take much longer to cast and complete. The only foreseeable pronlem with this would be the skill bar animations, but you could always choose character actions and animations from a pre-determined list.


That would be awesome like every level you go up you would get like 1 or 2 costomiziable skill points and you would already start out with 5.that way if your level 7 you can't have a skill that would destroy a level 21 and the better your level the better your skill which would be a great solution to people having these crazy skills at such low levels so for warrior/elementist first he'll have a weak air spike doing a bit of air damage then a couple levels from there he'll get some more points upgrade the damage and stun the enemy for a short period of time and a couple more levels from that hell use more points to make it do more damage stun longer andfrom the it will start to ignore armor more and more every time you upgrade it. also the more upgrades the more it exhausts you but when you maxed out the skill this will be a one time thing you can lower the energy consumption by a couple of points.Also when your done creating your skill there will be an animator button pop up when you click on it it will place you in nowhere land next to an enemy that wont attack and you'll get to put your skill to the test. first you hit the skill button and now you get animating for me i will jump up hit a save move- ment button that is on a tool bar somewhere and then i will pull out a sword press the save movement button next ill move my figure down on the enemypinning him to to the ground causing a week earthquake ( asuming im at a lower level)and when im done that ill hit the save movement button and somewhere else on a toolbar ill hit a view all movement button showing me all of my ovements in action. finaly ill hit the test skill button and ill test it on a real live enemyif i like it ill save it and if i dont i'll go backand start re-animating it.every time you get more customizable skill points you can start reanimating the skill to change it now that you have more skill points. ps- every time you animate the skill you can only make the character do actions that you purchased with the customizable skill points so you wont be able to make your sword shoot out lightining unless you bought that


LOADING SCREENS AND SKILLS

okay..my idea is that instead of loading screens in between cities, there are none whatsoever. this keeps the reality of the game alive and very cool. for example, when you come out of a city, you actually see other people with you fighting other monsters, and they can help you if trouble arises, etc., etc. as for skills, i personally think that 8 skills is a LITTLE too boring. for example, PVP...you fight for god knows how long while using the same skills over and over again until your mana or energy runs out in your fingers. i still play guild wars and its awesome, but i think in GW2, there would be a lot more sells if it was more realistic. for example, having all your skills at your disposal at once. it would make the game more alive, and have more outcomes and instances than before. i think that this would be a very good outcome to the gameplay itself. thank you.

Next time before you post, please read the news updates and other posts this one has already been decided that it will be in GW2 other than the skill part --higgin3 21:54, 8 May 2008 (UTC)

Ice Realm and other Ideas...

Ice Realm: Guild Wars is definitely missing an ice realm. Now I'm not talking the shiverpeaks with snow everywhere but actual ice. This idea seems to be glazed over in some eye of the north dungeons and in the jade sea where there are fish and animals "frozen in jade" and under the water but it would be really cool to see them just frozen in place on land, a medusa type feel except with ice and very reflective, maybe even glint frozen in the side of a glacier. It would be ruled over by a super huge boss that freezes people with her eyes or frigid breath named O Frost O eh eh? lol Also as a guildhall to have an ice castle type guildhall again with the frozen creatures just scattered around maybe even obstructing our paths to some degree and if you brush them a paw would fall of or something lol. Some cool area effects for this realm would be skidding, burst of sunlight that would thaw some enemies back to life, thin ice, or ice storms with enemies embedded in them to name a few. Also what about having an almost house of mirrors type dungeon or mission where you could break through some reflective ice, and a non functioning map :)

Water Magic: In all the water attributed spells there's really no actual water magic its mainly ice.. it would be cool to have a strong AoE type spell dealing with water and more variety over all. Some ideas would be like a heavy mist or cloud type effect coming to obstruct the enemies view, spurts of water or a typhoon being condensed from the environment or even out of the ele's mouth, the ability to make a wall of water or ice to shield your party or to buy some time for a quick escape till it is broken, a hailstorm, frostbite, something so cold it actually burns, id also like to freeze the enemy in place for a brief time(almost like a kd) maybe in ice but actually have the visual effect too, definitely room for some amazing visual effects

Guild Wars 2 CE: I think it would be really cool to have something a little different then divine aura which is great but at times I wished there were a switch for(taking screen shots for example). I was thinking something almost similar to the /rank effect in GW 1 where you could type your special /emote and your entire character would suddenly have a burst of light emitted from them or a cool all over glowing effect(color of your choosing). Another idea would be when you did your /emote a ray of light would come from the sky and illuminate you and a burst of fire or ice would ripple from you and a shadow of a god would appear or you could morph for a brief time(again depending on class or maybe characters choice) but the /emote idea(/aura on /aura off) is something I would like a lot.

Levitation: Now I know there has been a lot of talk about "flying" and I'm pretty sure that would be out of the question but I think short periods of levitation would work quite well. Maybe as a method of evading attacks, for that matter maybe some races could sink underground too, dive under water, blend in with the environment. Also it could be a characteristic of a certain class instead of just jumping they could not only jump higher then any other class but levitate for a brief period moving as they please above the party, possibly coming crashing down to damage enemies or gliding down.

Armor: I would love to see armor's with wings or more extensions, like the wings of Lich, tails, or bigger more extravagant dresses like Danika, even maybe floating headpieces that hover above your head. On the headpiece note it would be nice if all classes had headpieces that could be seen like the necro's facial scars, for example tattoos actually on the face for monks(some of the luxon npc monks are cool) ect..

Area Effect: I'm not sure if its possible but it would be really cool if there were an area where the light would flicker, almost like a strobe effect, and when it went dark so did your compass and you couldn't pinpoint and enemy, then the light returns briefly and everything is restored.

Companions: It would be great if there were a very wide variety of companions to choose from, not class related, that would level up with you. For some reason I would like my companion to be little almost like a mini that could grow with me.. I think any character should have only 1 though, that would make it much more personal rather then just another hero, and if you wanted to trade him in you could but your new companion would have to be leveled again. Also if you kept your companion for a long period of time it would get special rewards like new armors, a mini pet for the companion lol maybe they would age every 6 months? oh and I would definitely want to name my companion. and why not have our companion be able to come into town with us as a true companion?

and yes I am partial to ice, water and anything of that sort hehe these are just a few of my ideas --O Frost O File:O Frost O Sig.GIF 03:45, 6 May 2008 (UTC)

Thats weird...almost every other MMORPGs have these suggestions, and if GW wants to be better, your right, they should have this....but For Wings, i say, it should be like a very prestige guild cape upgrade, so that way guild members' have similar wings. And i would have to tend to agree with those Water Magic ideas, since Water Magic sucks, Lighting kinda sucks and Fire is the only OK one....-Body of Power
It would be nice if an fire elemantalist could light trees and other elements in the area on fire, that would make the PvP a lot harder cause then a warrior won't be able to keep slashing an elemantalist forever cause that elemantalist has a ring of fire around him.

Differing Viewpoints - Take Into Account Before Posting

moved to ArenaNet_talk:Guild_Wars_2_suggestions

Noticeable Soundtrack

I really think that in GW2 the soundtrack should be much louder and more noticeable in the game. Currently, it is just used as background music generally to prevent total silence while playing. A good piece of music, especially one that fits the location and stirs the emotions will make a HUGE affect on the gameplay, even though it is mostly irrelivant.--Neyon 18:49, 6 May 2008 (UTC)

you can go onto options to change the sound =)

actualy you should make a costomisable sound track where you can put in your own music

If you want that, you can just play music in the background while playing. For example, I've had Golden Sun music playing on a different program while keeping the GW music levels lower, and just keeping sound effects high, to achieve the same essential effect. 71.31.149.63 08:16, 10 May 2008 (UTC)
This is a good idea. Sometimes it seems silly when there's an intense, emotional event happening, but it's still the same Jeremy Soule "Duuuuun... dweedle dwoooooo"

Guild Bank

My idea is for a guild bank/vault. What I'm thinking of is a kind of guild chest thing that all members have access to and will be able to see how much gold the guild has to use on new things for the guild hall and have an option to donate gold to the guild bank. As well as a storage slots of items that the guild has donated and is up for sale that members can purchase and the funds to go to the guild. To regulate it the guild leader and a few chosen officers from the guild leader can access the money to use for guild purposes, officers can put items into the vault and set a gold amount on it so members can buy them and have the option of removing items as well. The chest would of course be located somewhere in the guild hall. May 06, 2008 Tog

Thats a neat idea, I'd love to see more support for guilds. --Poison 16:58, 7 May 2008 (UTC)
Nice idea, you could also have the guild bank in like a general spot, like in a major town.--Zole Thzarr 01:07, 9 May 2008 (UTC)

Hi, well yes, maybe a good idea, but i would not have that as money, and to buy upgrades for hall, i would make it be tokens, you buy tokens with, money, so 1 token can cost 1k for example, i say the token system, cos i would not trust my officers to have access to gold, they might take it and leave guild, but the leader on ignore, like in gw1 you make someone officer and a week later they kick all 80 members out of the guild then leave your guild, they put the leader on ignore, which there is not contol over that, officers should only be allowed to kick 1 or 2 people a day, like when you go to a cash machine you can only take out a max of 50 pound a day, this prevents abuse, especially if someone had stolen your credit card. And also they should make it cost 50g to kick someone out, this also puts of mindless children from kicking all your members out of you guild for fun. i would make it so if you was going to add a merchant in the guild hall, you did not use like direct 100k of money, you would buy tokens, and the tokens would be in the guild bank, these tokens cannot be swoped with other guild neither, when you have enough tokens for an upgrade, you then purchase this item through the bank, but other members and officers can buy the tokens, it would be nice it it would tell you who did it in a log on the bank records, although they only store the last 4 days of transactions

Thats why i said select officers, i say another interesting idea is to have two ranks of officers higher rank and lower rank, the higher rank gets a couple more privileges like to use this. Tog

I have an idea that might work really well, imo anyway, lol. Instead of it costing cash to purchase NPC's for a guildhall, why not make it so the more money you spend in your guild hall the more "tokens" your guild has to purchase the extras. For Example: For every 100g you spend in your GH, your guild is awarded a token, which the guild leader can only put toward the purchase of extras for your GH. Or say you would like to have a skill trainer in your GH, but someone else would like to have the Festival Hats guy, you could put your tokens toward what you want and when the guild has finally put enough into it you can have access to it. This could work for a lot of things to customize your GH, perhaps you could use tokens to purchase extra slots in Storage for you guild, or perhaps you could purchase items to decorate your GH, I'm not a big fan of the house idea, but perhaps this would satisfy those who are. And since tokens can only be used in your own GH, if you decide to leave, any unused tokens that you've accumulated would get transfered to the Guild Leader. I think this idea has a ton of potential, and could really make having a GH that much more enjoyable. chevy
Upgrades and Weapons donated by Guild Members other than yourself are customised for use by you while you are a guild member and they are deleted from your account at the end of your membership. The kicked/Abandoning user is warned before the change takes effect. The next login disables unsellable upgrades, if armour then a basic armour piece with non-guild gear moved to the next inventory space or temporary inventory spaces that the end of missions get.
  • If the fee for rejoining the guild is paid, you regain access, If you don't in 90 days then it is deleted from your account as guild gear cannot be transferred to non-guild members. You should pay 2 platinum for loss of Officer Status if you are kicked from the guild, 1 platinum if demoted to standard member by vote system and you wish to regain promotion other officers approval, 500g for standard membership if you are a member who was kicked from the guild. There should be no benefit to officers kicking members.
  • All officers should be made part of guild decisions such as mandatory election for leadership which is automatically lost if not online for 60 days and votes for leadership is collected after a 30 day period of inactivity or a mutiny vote, visible at login. The game can auto-designate if the vote is tied. Leaders do not pay for promotion from or demotion to officer status.
  • Guild Halls should be rented through fame/finances. Guild hall initial price should be capped to 5 platinum in poor towns, 10 platinum in major cities.
  • City defences vs dragon attacks can be improved by the presence of Higher level guilds or many poor guilds in a city working together. rent will need to be proportional to allow new guilds to get on the ladder and high level guilds not to be fleeced by paying for inactive members. 500g and 1 platinum months for poor cities and 1 platinum/ 2 platinum months for rich areas, guild leaders are responsible for guild finances.
  • Poor Cities cost less to rent monthly.
  • Guild hall merchants can offer 0 - 10% cost reduction to global prices for members if the hall is in a poor city, 10 - 20% reduction if in a rich city.
  • Guilds that don't pay their fees can sell guild hall upgrades before being forced to relocate the guild hall to a poor city and then altogether. They lose prestige traders first (Armourers and Rare Material Traders) but the minimum number of standard traders cannot be sold outside of a poor city. To get out of a poor city all traders must be recruited.
  • Guilds based in rich cities can access elite areas, missions relatively cheaply.
  • Guilds without halls can use the Order of Whispers to conduct guild business. --Don Knowall 20:05, 18 May 2008 (UTC)

Hmm... I would loved to have a Guild Treasury or a Bank, but it sounds like it would add complexity. Possibly make such a thing only accessible to players that have been in the guild a month and have withdrawal restrictions. Another option would be to require repayment before that player can leave the guild (but that creates a kicking issue), so probably some sort of system where a percentage of your earnings is garnished until you pay it off (repossession wouldn't work - what if they bought, say, consumables?). Donors could possibly earn interest and new players get better armor or equipment than they could otherwise afford (but a gold cap based on level would keep the repayment realistic) creating incentive on both sides. A guild owned equipment stash would be neat, too (maybe usable for a session or something). Falseprophet 22:43, 28 May 2008 (UTC)

This idea is good, but I have a question, can you take out money or does it go straight to the guild? But if they do add this feature they would have to maybe add more stuff you could add to the Guild Hall....Artemis 23:00, 1 June 2008 (UTC)

More in game representation of guilds and titles

I'd like to see more than just capes to represent a guild. Perhaps the emblem can be tattooed onto a character, or placed as a patch-- and perhaps titles could have more noticeable, in game representation, such as a patch with a symbol and a certain number of 'marks' or a border for what level you've completed it. For example, the Sunspear symbol with three marks if you've reached sunspear title 3. Or, if you're a leader of a guild, have a patch with the guild's symbol and a gold border to represent you're the leader. --Poison 16:08, 7 May 2008 (UTC)

Depending on what you mean by a "patch", it could be nerdy or cool. What I mean by nerdy is that like having a patch on your armor would just not be right. What should happen though is have like a window that you could pull up for the charracter's info. While in that windo have tabs for like the discription of the armor, what achievments they have, info on their pet (if they have one), ect.--Zole Thzarr 01:05, 9 May 2008 (UTC)

Houses/Villages/ETC...

Somebody might have this somewhere, it might even be me, but I got some ideas on Houses/Villages. I'd like to have like Player Villages or something like that. Like Guild Halls, but more PLAYER friendly. Like you could pick to join a village, make a village with friends, or make a stand alone house for your charracter. The house could have everything a Guild Hall has and more. For Example, like a House Bank, seperate from all the other banks in the GW univirse. You could have like a armor merchant selling the armors that you have already gotten or unlocked on other Charracters. You could possibly have a store of your own. With Villages, they could be something like a Guild but not a Guild XD. Like they would have the social capplebillity like a Guild or Alliance dose. They could help you on a mission, like bring up the "Village Menue" and click on your name and instantly travle to you. Be like a giant comunity. Just some thoughts :D --Zole Thzarr 21:29, 7 May 2008 (UTC)

I agree it's a good idea i think but what about making houses accaount bind or what it's called sp that all our chars could go in same house.... OR might make one for every one of you're chars that's class bound so that ranger houses could look very natural while necromancer house would look kinda dead Hungub 14:39, 8 May 2008 (UTC)

Sweet idea on the player bassed housing hungub, but then it would take up a WHOLE lot of memory. Like lets just say one house is 1 gig (I don't know how much it realy would take up, just an example), then lets say you have 10 characters--each with a house. You're up to 10 gig. Then lets say EVERYONE has 10 characters with a house, just for an example there are 1 million players in a world XD. You're up to 10,000,000 gig. You would have lag all over the mountains and through the vallys. Thats just an example, I could be exagerating so lets just say it takes up a lot of space. Great idea though, I would like that to happen. With the scene thing like dead like or nature like, you would have a choice on what you want, it dosn't have to be class bound, it would kind of be ristricting if it was. But character bassed housing... Nice idea--Zole Thzarr 22:08, 8 May 2008 (UTC)
Thats hdd space on the server you mean instead of memory and someone has to pay and afford that including multiple backups and replication. As for lag wouldn't lag at all as the only thing in the memory is what you are viewing at a current time as memory gets unloaded when you leave a area. 122.109.43.82 05:32, 10 May 2008 (UTC)
That much space would hardly be required. you could take 16 different houses with 16 different color schemes, 32 different locations for 128 different things(trophies for example). that would require less than 256b of data for each house.256b * 10(characters per account) * 1000000(number of accounts on the server) =about 2.3Gb in the worst case. The server would just tell the client to load the meshes and textures from GW.dat, just like it's done now.
Hey Dude that is an awsome idea I wish I thoght of it!!!! :) that would be the coolest thing!Goin' On Mission 04:07, 23 May 2008 (UTC)

PASSWORD PROTECTED STORAGE for GW1 and GW2

They need to pasword protect our in game storage so if our account gets hacked they cant access our storage and take everything. Lots of accounts being hacked lately and Anet has no answers. Once your hacked you never see your stuff again. And dont make it a type out password make it like a series of pics you click so if you have some kind of keystroke saving spyware on your comp they cant see what your pic combo password is.

There is no such thing as hacked acount. Malicious users dont acess others account thru a bug on the anet's server. They gain acess by keyloging one's password. The storage password would be loged in the exact same way. DO NOT INSTALL CRAPWARE! If you run 3th party software to help you farm or win then YOUR OWN GREED bite you back. Take this as the lesson of the day. --Bob 23:44, 7 May 2008 (UTC)
And the more obvious: do NOT give anyone your account password. Not to ANYONE (that includes girlfriends, siblings, FBI, etc.). Not EVER. → BROWNSPANK 04:48, 8 May 2008 (UTC)
Bah what is this with ever increasing number suggestions taken directly from Runescape. With GW you have account name and password that has nothing to do with ANY ingame names (unless off course one is stupid enough to make ingame names exactly like account names), so there is no way some one will know your acount name just by looking at you or is it possible to guess strong password. Thus if you do Not try to Cheat your way to something downloading third party trojans/keylogers willingly giving up your accounts etc... You will never get hacked. Besides, who said there were more accounts hacked recently? Biz 06:18, 8 May 2008 (UTC)
 If your account installs 3rd party software, then it is their fault, don't make this bullshit
 like Runescape does, because children cry that their items get stolen because of their greed 
  --77.96.222.63 19:41, 20 May 2008 (UTC)
I have given support before to players that state a concern about account- & character security. Even with a clean computer & client I am still horrified by the intentional hurtfull action from third-party's that operate in shadow-code like cookies, images & vid's that are free to watch while online. Keyloggers can be downloaded without any intention to do so.
The standard "do not cheat or download anything" is imho a very negative approach to the concerns people state here. The questions left here by players are about "Lets-protect-our-efforts-made-in-this-incredible-game" with anykind of additional security Anet & NCSoft are able to provide. This could be embedded in the client only manageble by the player itself.
I myself do agree with the basic question for additional character security. Although difficult maybe to provide a final solution to account-security I still request a serious debate for the possibility to provide it. -- Silverleaf Image:User Silverleaf sig.png 07:14, 8 May 2008 (UTC)
Being safe isn't being negative. You run the risk of getting keyloggers if you suck at the internet. Browsing with IE, downloading porn/illegal songs/cracked games/game mods, and opening spam emails are all excellent ways to get keyloggers and other unwanted BS. Chances are, if you don't do any of that, you're pretty well off. Unfortunately, most people still use IE, simply because it comes with their computer and they don't know any better.
If you have a clean computer, there's not a whole bunch anyone can do to be "hurtfull." Keyloggers require you to download something; if you have any kind of a firewall program, that download won't ever happen automatically. You will be notified that something is trying to access your computer and you can simply tell it not to. Running additional programs to keep your computer clean (stuff like adaware and spybot) will keep most things at bay if they manage to get through in the first place.
You're always at risk of having your computer cracked, but you run that risk simply by connecting your computer to the internet. To be honest, the best way to keep information safe is to keep it on an offline PC. Write all sensitive documents there, keep all personal files there, and never ever plug that PC into a modem or connect it to your router. On a separate computer, do all your internet stuff; gaming, email, whatever. If all you have on a PC is a bunch of games, hackers and other malicious third parties will have little to no interest in you. Remember, they aren't looking for your Guild Wars password, they're looking for credit card numbers, email passwords, and other personal information; if all they find are online video game passwords, they'll lose interest quick.
Character security already exists. It's called an account password. If someone keylogs your account password, they're going to keylog your "storage password" just as easily; and seeing as it just serves as an additional unnecessary step everyone has to endure (much like airport security), it's an idea that should not be implemented. ArenaNet already explicitly states that, since they don't make or regulate third-party programs, they can't guarantee your safety if you use them. Barring ANet taking control of the client-modding scene, they will continue to hold the same stance; use at your own risk.
While Guild Wars is a game, the internet isn't. Not everyone is a friendly carebear looking out for your safety. You have to be responsible. Being unsafe is just asking for someone to take advantage of you; and on the internet, if you're gullible and trusting, very few people are going to care once you've been gypped. -Auron 08:46, 8 May 2008 (UTC)
A well argumented responce. Thank you Auron. But I am not that gullible and trusting to agree with "they aren't looking for your Guild Wars password". All players ask for is a debate (not here) and a final responce to the request for an additional security options. -- Silverleaf Image:User Silverleaf sig.png 09:24, 8 May 2008 (UTC)

i think the best way to solve this is by making it so when you log in it not only checks your password and username also the location, hostname on internet, if this is differnt, then login can fail, and in order to correct this an e-mail will be sent to your email account saying you game has been temporary locked, due to you attempting to log on to the game from a different location, then say in e-mail if you think that you have not been attempting to log in from another location then click this link to reset your password, then you can log on from the normal location that your log in from before, then if this keeps happening, anet can take action against the other person that has your identity, i also would like it so that you can do what business do, they us a encypted key that is put into a memory slot, like a sim card in a phone, on this key there is a unigue 256 bit code, that is encrypted with the program, you still have to login in, but this method, is safer, cos it cannot be easily decrypted the code, and this key you get it with the game, but you may have to send a registration form to anet with all your details then they issue you with this key. The key can be used for years to access the game content

There has got to be ways around keyloggers. Arranging a set of 8 skills from a pool of all existing skills to unlock Storage would be hard to crack and you wouldn't be typing anything out. Can they log what skill you pick too?
This one is also a fail instead of keyloggers this would be a packet logger that logs your client to server packets and with skill these can be deciphered as each skill in each combo would be a different packet for each combo but always the same packet always recurring in the same location.122.109.43.82 10:17, 16 May 2008 (UTC)

i think they should update the password changer!!!!--Gar the tank 22:11, 2 June 2008 (UTC)

clarification

is the hall of monuments going to differentiate between different ranked account titles if they are above the minimum requirement? because if rank 8 hero yields the same reward as rank 13 hero in gw2 then many people are going to be upset because their hard work will have been for nothing. i was just wondering if the rewards would be different for different ranks since it only seems to register the minimum

prevent chat lines with certain words from appearing

you should be able to prevent chat lines with certain words from appearing. The list with those words should be customizable, preferably in game and saved in a .txt file in the GW folder. this might be useful in GW1 too, you could put those annoying goldseller website names in it, or the word "ursan"... --Hachnslay 11:26, 8 May 2008 (UTC)

I agree, this could be a very convenient feature, but you could just turn off the chat too... The Cabal Stalk Me! 19:46, 8 May 2008 (UTC)
Id like to see the opposite where only chat lines with certain words appear, really useful when it comes to trades IMO. Biz 20:50, 8 May 2008 (UTC)
I'd like to see them expand the Party Search Panel idea, make it so you have more room to type out your item description, this would further reduce the amount of spam in chat, you could possibly even remove the trade channel, and make it so you can only sell stuff in the Party Search Panel and ban anyone trying to sell in other chats. chevy

This is a bad idea, Guildwars will end up like runescape if they do that, besides they will exploit the system and then gw will block even more... and before you know it you cant talk to your friends without ************ spam in chat, just like runescape.


Chase Payne 04:07, 14 July 2008 (UTC)

Species Related Professions

Example: Asuran's should have a Profession that allows them to create golems or great machines but Humans, Charr, ect can't do so. Treesbyty 11:31, 8 May 2008 (UTC)

Nice idea, but you would have to get the Humans, Charr, ect something to balance them so it's a fair fight like in PvP. Great idea--Zole Thzarr 22:12, 8 May 2008 (UTC)

Hmm, I like that idea. The Golems for the Asurans, Charr could have something firey going on, the Norn can turn into bears of corse, Humans could have... something else, and I'm not too sure about the Sylvari at all. But it would definately make it more interesting to play different races. The only problem i could see is that certain Races could become more/less powerful because of this. --Waggie 21:19, 14 May 2008 (UTC)

Maybe they could follow a more pet-taming sort of thing, so asura don't have hordes of golems and maybe sylvari could have little walking trees like ibogas or something. --Guest 12:22, 18 May 2008(GMT)

I'm all for this, as long as there is some way to allow users that meet certain criteria to use all professions. Be it through a GW1 HoM transfer, the CE of the game or some other way. I am personally quite proud that I have a large number of skills from all professions. --Kairu 06:20, 28 May 2008 (UTC)

Maybe sylvari could have a tame nature proffession you know how necros can bring dead corpes back to life as little minions for a while well sylvari could bring shrubs and trees to life as minions when time runs out they walk back to their original place

I know this might sound like WoW a bit (by the way I hate WoW) Mabey the Sylcari could turn into animals or some thing like, and actualy look like an animal insted of a lion the sise of a house

Dueling In GW

Im thing dueling is totali baad idea and it goes against the original guildwars though

in praction u will make some characters in dueling totali ower powered and others absolutli useles like mesmer agains monk whit total anti cast build or asasin vs mesmer whit no bloking it will make onli 1 thing and it is chaos. im thing the guildwars idea will be best to stay at least 4 v 4 where you reali can see who is good but in 1 v 1 u will see onli 1 thing who make beter build against the other it is like in wow im played for mage and some rogue come to me and go duel he invisilbe him w8 for me to turn aroun then he make me stun and kill in 5s then he start tellin every one im noob because he kiled me but in wow u never have any chance 1v1 vs rogue :) im thing this shut not hapen in GW.


PS : sorry for my english

You do not favor the 1v1 concept currently available in GW and recommend that this kind of Player vs Player will not be available in GW2 if I understand correctly? -- Silverleaf Image:User Silverleaf sig.png 11:42, 8 May 2008 (UTC)
I'd find 1v1, dueling, to be alot of fun. Especially in town, it would be fun to stand around and watch people fight, or perhaps have a 1v1 arena. People use scrimmage to do it anyway and its alot less fun that way. --Poison 16:24, 8 May 2008 (UTC)
Sounds like more ideas from WoW to me, to be honest. The Cabal Stalk Me! 19:42, 8 May 2008 (UTC)
Just keep the scrimmage option, so you can 1v1, but without any set rewards or crap... Or ofcourse not 1v1 if you dont want to. --Vipermagi 23:31, 8 May 2008 (UTC)
i have proven time and again any profession is capeable of deafeating another in 1v1 i use it as part of my creation process of builds to learn where weakness is and strengths to better set up larger groups

I'll support the idea of being able to see duels in the middle of a town

Weapons and Armor Wear out.

Go get the pitchforks and the torches. this is gonna be heresy

I suggest that Armor does wear out, and weapons do become less effective unless maintained. Weapons get damaged as they are used and abused in combat, Armor is protecting the Character from damage. i for one don't mind spending a reasonable amount, 10% of the value of an item, for repair refurbish
First the weapon color can dictate the durability. White-Blue-Purple-Gold-Green from least durable to indestructible. Same with armor, higher value= more durability. Right now a purple weapon with the same stats as a gold or green only has a different color and perceived value due to rarity. This idea would also give them and intrinsic reason for having a greater value. Greens simply last longer than purples or blues. I have to use the current game to illustrate this, so i know the locations are not going to match GW2. Prestige armor from endgames (green) could be almost indestructible and require a return to the location of origin to repair. Yes you would have to run the mission again. Lesser prestige armor, Norn armor (gold), could require the same. but It's only a map click away. Droks armor would be gold, LA armor purple, Yaks Bend is blue... you get the idea...
The more wear, the more the cost. so if you let a piece go too long it's gonna cost you. This could also be accompanied by the previous suggestions of armor skins reflecting use and abuse by combat. This would serve as a visual reminder, and would alert the buyer in trade that the weapon needs more $$ to bring it up to snuff. Or a warning like the trade warning about dedicated minis. it would diversify the economy, making a battered q9 Fellblade, less valuable fill in the gap between high end drops and the rest of the 2k golds.
AND LET US TRADE ARMOR, really. We can trade max weapons to lvl 4 chars, why not armor? Cause it will give them an Unfair Advantage? Please, my level 6 Necro is blasting around Post-Searing Ascalon with a Deldrimore Blood Staff. If you cant stop that, why bother with Armor? Let's assume that you can sell armor for a second. With the upkeep costs mentioned above, it would be costly for a newb, but after you finish a campaign, you can afford to drop your bux into Xulani storage and take it out with the new char anyway. You could set up a fee to have a set of Max Armor customized to make it fit you. But make the "custom-fit-fee" high enough to keep it more leet. Right now armor is not tied to level and a runner can get a new char much better armor anyway. I don't like that. But if you cant fix it, make it legit. If the cost for crafting is x, then the cost for "custom-fit-fee" is x/2 on top of the crafting cost. That makes the cost for a set of Norn for my low lvl necro something like 1.5 time the cost, including the price (merchant buy price) of the materials. You have to buy the armor and once you sell it it cost even more to get it fitted to your low level character. so if i wanted that Prestige armor for my other character my Norn Armor would cost75k plus the materials plus half again as many additional materials for refitting. More for change of Profession? up to 1.75 times the cost to buy move trade and customize a max armor for your Lvl 6 necro. Yes make it possible and costly.
With a persistent map, you still have the possibility of abuse, perhaps more so depending on where and how the limited instances are handled.
Some people will consider even the most minor upkeep too much effort and a threat to gameplay. Sorry, if that will make the game unplayable and too realistic. But it would also open a market of worn gold weapons and maybe spread out some of the economic disparity between perfect golds and practically valueless greens.
For those who scream WoW, i have never played that game. and probably wont. I am not looking for realism. The point for me is immersion in the game. And "Everlasting Gobstopper" weapons and armor are one area that could be improved. In My Asinine Opinion 16:48, 8 May 2008 (UTC) (Monkenstien) 129.19.92.139 17:01, 8 May 2008 (UTC)
Pitchforks and torches? Sorry, all I got for you is two cents.
Ok, so you haven't played WoW. Doesn't make the suggestion a good idea. I have: started on Guild Wars, moved to WoW for a little bit while I had friends there, and moved back to Guild Wars recently after my friends left WoW. I've experienced durability and it mostly... well to keep my language clean let us just say it isn't good. What you suggest is only slightly better because it makes it so that higher class items wear down slower then lower class items.
Armor and weapon durability is a gold sink at its worst. MMOs always appear to be trying to find more ways to take the game currency out of the game. There's a good reason for that, but durability takes it out at ALL levels of the game, and not just the high tier where huge vaults of gold should be a concern.
At its best, it's a substitute for Death Penalty. Logically, one of the uses of Death Penalty is to force you back to an outpost after a huge chain of losses. "We just wiped four times against this guy, and we're all at 60%DP. Lets head back to town and rework our gameplan and skill bars." Durability does the same thing, only it... well it's worse. "We just wiped five times against this guy and most of durability is in the red. Let's head back to town to repair and rework our gameplan." Wipes are wasted effort, and wasted effort in and of itself should be it's only penalty. We don't need to put a price tag to it.
Besides, I honestly don't want to have Guild Wars 2 be a game where I have to pay 6 platinum at the end of the day just because I had a series of bad PUGs.--Ryan Galen 18:51, 8 May 2008 (UTC)


Thanks for the spare change...I see what you are saying, and i completely agree. I would not suggest that it be as "short term" or easily acquired as DP. More like... after 200,000 points of damage accumulated for low end armors, and/or weapons, after 1,000,000+ for higher end. Give you at least five quests before any need shows up. And even then do not (of necessity) drop the effectiveness of the item like DP does. More of a long term maintenance issue and less short term accumulation of damage. Perhaps i should frame it as a way to introduce battered and splattered weapon and armor skins mentioned in earlier posts. There could even be levels of decrepitude, from perfect to "how does that thing stay together'. and hey if someone wants to look like they crawled out from under Glint with little animated flies hovering over their beat up armor.. More power to them. I agree that it could become a sink hole of gold, and it would need to tread the fine line between giving players that immersion, and taking away from the playability. The illusion of realism , not realism itself. That's what the game is after in most design aspects. I think wear and tear ads a dimension in character armor and weapons, and in the potential drops from bosses. Could a q9 pristine purple cleaver be worth more than a gold if it needed some major $$ to refurbish (put the gold skin to pristine)? Ok, maybe not. But you might not mind having a few "been there/done that" notches in your favorite Tattooed Scimitar. Especially if they display in towns/outposts. I agree, this could be a slippery slope, and i can imagine how crappy it could turn out. But given the way GW1 is happening, i figure the DEVs can see the negative potential better than I. (Monkenstien)

As you said before that you haven't played WoW I suggest that you do and find out how annoying doing that sort of stuff is really annoying. So in short, no. And don't tell me it would add a more realistic edge to the game. As it is right now, it's not any where close to being realistic. (Seriously, Huge giant people turning into bears, little mini-people creating huge magical machines, etc.) The Cabal Stalk Me! 19:39, 8 May 2008 (UTC)
It worked well in Fire Emblem ^_^ But probably wouldn't work as well here. 71.31.149.63 19:45, 8 May 2008 (UTC)
How about suggesting something meaningful that will actually improve the gameplay? We are talking GW here, game where you don't even have item based skills. Never mind the fact that decay of weapons and armor will hit hardest Tanks who go trough incredible ammount of damage in any situation while not effecting casters at all, this will lead to a hell lot of puny casters and no tanks, no one will be willing to lose money by protecting others from taking damage, lack of cooperation is VERY good idea in a game where you are forced to cooperate. If I want battered armor Ill go change the texture, I do not want to be paying 100k every time I wish to repair my Obsidian Armor.
Armor is Customized for a reason, first of all its a quick and easy way of making sure there will be no monks running around in warrior armor, second if you do not customize armor then there is nothing that stops people from buying one set and using it on all of their characters. Unrepaired items will be worth same as repaired items minus the cost of repair, if the cost of repair for some reason is more then cost of actual item no one will ever repair one, people will just be running around with expendable items they trow away or sell to merchant when they are decayed, this will also diminish the market for cheap items just like now. Biz 20:27, 8 May 2008 (UTC)

I agree that Monks with warrior armor would unbalance gameplay. No argument there. My thought was that they would have to customize the armor to their own class hence the costly fees to transfer and additional materials. You would have to pay a crafter to re-craft the new armor. Trade yes, but then you would have to craft it for your class and person. I have played older games that did require upkeep, they were a small part of the game and as you will notice,If you read the post, i didn't suggest such an HUGE fee (100K = ridiculous) for repair. Tanks taking the financial brunt of this... excellent point. Though i think that a warriors armor would logically and (for balance purposes) be more durable and better suited to withstand more damage than an ele, or necr armor for example. It could be balanced to avoid that issue. though that point make me reconsider things. As stated very well in another thread just because WoW does something poorly does not mean that it has to be done badly by everyone after and forever, (not a direct quote, but the point is the same). As stated many time READ THE POST. I said immersion, Not Realism. Immersion is what people confuse with realism. You expect it along with the rest of us, to a greater or lesser degree, otherwise we would not bother with skins. We could just pilot little 2d squares from one point to another and do away with graphics and storyline altogether. Your opinions may differ from mine and others based on a poorly executed WoW experience. GW2 could be exctly the same as GW1 if new ideas are not cosidered. Each change that enriches someone's enjoyment of the game is a valuable contribution.

Why must we keep saying WoW this is whats fresh in everyones minds? it has been a staple of many games but more noteable why dont we name the company Blizzard.. they just carried that from one game to another.. stop jumping up and down on a specific game .. there are hundreds out there and most do use some sort of degeneration. i am getting tired of reading about other games what they are, or are not doing ......

HOW ABOUT ARMOR INSPECTION? i want to see what everyone else is rune-ing, its such a simple thing to do... why doesnt gw 1 have it, dumbest thing ever- dark brody

I suggest characters can become fully nude but only by wearing the same armor and letting it be eaten off over the course of the entire year. That way it'll be a true birthday suit.
ur insane! i am NOT playing a porni game, and i do NOT want my armor OR weapons to wear out
Come on, at least let us choose different sets of lingerie :P - Elder Angelus 16:36, 10 June 2008 (UTC)

Training Schools in GW2

Magic/Melee,etc... schools where chars can go to classes and learn new skills for each successfully completed tasks. Schools should have NPC teachers and classrooms even dorms for people to hand out (or divided into groups). Maybe even create the tower in the higher levels of GW2 (since there will be a level cap). It would be very interesting if it had nice concept... of course I'll leave up to Anet to design it since I have no idea what GW2 is going to look like (Will we have one character where we'll be able to fight and cast spells like some MMORPGs or the same concept in GW1). Cheers!

What? A school? Harry Potter much? Biz 19:29, 8 May 2008 (UTC)
i love harry potter
Almost sounds like more grind to me, to be honest. Also, I think that I have seen this idea somewhere before already... The Cabal Stalk Me! 19:41, 8 May 2008 (UTC)
Perhaps not a school to learn new skills entirely, but instead have it train you in strategy and how to use a skill and advanced skill usage. This way, it is no additional grind to gain a skill, but there is training available to show you how to become a better player along with ideas we would never have thought of on our own. --Elven Chaos 22:14, 8 May 2008 (UTC)
Isn't that called a turturial Quest or something? Don't we already have that in the bigining of Guild Wars 1? I mean it teaches us how to play the game, then you learn the skills throughout the game. Then read the discription of the skill... Sounds a little Runescapey--Zole Thzarr 22:19, 8 May 2008 (UTC)
It would probably be more like they teach you how to kite, game mechanics, conditions, snaring, watching the battle instead of the skills/party panel. That would be kinda cool, to have three possible target, one interrupt skill with a 3 second recharge, one at a time they cast and you have to continously interrupt them.--The Gates Assassin 23:07, 8 May 2008 (UTC)
I guess if it's like that, something like teaching you a profession like leather working or smithing, be kinda nice to have that.--Zole Thzarr 01:01, 9 May 2008 (UTC)
Sounds like more WoW... The Cabal Stalk Me! 21:05, 12 May 2008 (UTC)

This idea was used in one of the Might and Magics. It was like you paid a fee to be trained in a prof and you would become more efficient in it.--The preceding unsigned comment was added by User:204.69.4.81 (talk).

good ideas but i would say it would be better if u choose to go there for your profession such as warrior you can learn to become a berserker warrior or tank like u cna also go for quick it would also beable to lvl you agility strength and defense or change a mage into a battle mage with liek enchanted armor over robes were yes he is strong in magic yet he canb use warrior skills and with added protection since he had better armor and stonger attcks

Pets

I personally think that pets need improvement. I love the idea but there isn’t very much customization. I think it would improve the system if you were able to give pet’s armor (Or have an armor system like heroes). Having multiple pets no more than 3 (Obviously only using one at a time). Also some pet personal skill slots would help even if they only have 3 or 4 (But still have charm animal and comfort animal on your skill bar) since pets are a huge help if they have pet skills but you sometimes spend most skill slots on pet skills and not enough on normal skills therefore you die. It would also be better if there were some cooler and bigger pets to capture such as Dragons, Wyverns, Griffons and Raptors. Well there’s my ideas hope they helped.

((first time poster)) I think that most of the pets are good but they would need more animals that go with the environments. For example, if there was a forest/plain area in the game, you could charm a bunny (or rabbit) or if there was a snowy area, then you could charm a penguin (how awesome would that be?!). Also, i think that there should be some place where you can store and exchange your pets, so u dont have to recharm them. Also, you could get two opposite sexed animals, and they could breed, and you could get a different animal. For example-- a bunny + a penguin = a bunguin! Hope these ideas helped! sportspro1995 11:39, 8 May 2008 (UTC)
Pets are there as 500 health meat bags with 80 armor that do Not get DP in PvE thats like having a paragon running around with an axe, to get that u need to give up one or two skill slots. If pets would have skill slots of their own there will be little disadvantage in taking the pet in the first place so it all will become a little bit 2good. Still there will be a companion system of witch we have no information other then you will have a buff if you do not take one. Biz 07:00, 9 May 2008 (UTC)
According to the first official article on Guild Wars 2 (the one in PC Gamer about a year back), they are (or at least were) planning on making pets count as companions (GW2's equivalent of heroes), if they go through with that plan then it would make sense to give pets equipment and their own skill bars. -- Gordon Ecker 07:46, 9 May 2008 (UTC)
Wow man don't you know what pet means...? A pet is an animal that isn't 10 feet tall. What you want is to have monsters but not pets. For that they would become more like mounts..
That’s not what I said that all I wanted to have pets that were cooler and bigger, by bigger I didn’t mean 10 feet tall I just think that most pets are really small such as the tiger and I also Hate the idea of having mounts in Guild Wars. But your also right that it is probably unfair to have pets with there own skill bar.
Of coures I know what a pet is, however I misattributed the source for the information about pets in GW1 being companions. The correct source is this article on the official English-language European Guild Wars website. -- Gordon Ecker 03:34, 10 May 2008 (UTC)


Here's an idea thats never been done before on MMORPG. You complete a mission from an animal charmer NPC (say at level ten) to rescue and escaped valuable animal and receive the CHOICE of sevaral pets to choose from. These pets grow and develop in accordance with your level/ability and become mounts at a certain level once they've grown big enough to carry your weight (say level 50). Ideas of mounts: Worms, snakes, bears, scorpions, horses, whatever (land animals only)... Now at this level if you have enough cash to speak to the animal charmer again you can buy an already charmed animal that can fly, swim, walk - one of each category of your choice to help in diff missions/farming, you choose whichever one you want to use before you leave town where your pets are kept in stables. This way you grow up with the animal and it becomes part of you (soulbound), rather than a crappy mini thing that tbh nobody cares about in outposts. Options to update your animal and dress accordingly is optional but of no extra statistical ability, except the run/swim/fly 25% faster attribute gained by riding a mount.

I love my pet. I also love the new and unique idea above, it's simply awesome. I believe I said something about having bird pets as aerial scouts in a different pet article, and the pet-mount idea too. If pets were more controllable, by skills that let you see through your pet's eyes and monitor enemies, they would no longer be uncared for. They would be honored and LOVED. The obvious problem with high-utility pets is 1.that everyone will want them, and 2. That species like charr might have to get a more fierce-some wolf to support their weight, as I personally plan on becoming a Charr ranger-character when GW2 comes out. 70.144.79.213 21:02, 14 May 2008 (UTC)The Whispering Pine


I'm not too direly worried about the pet system [although a stable of some sort that lets you house multiple pets or the concept of pet armor would be amazing], but I really, really want to see a red panda [also known as a lesser panda] as a charmable pet. Pandas were removed at the last second earlier, but I don't want to beat a dead horse [or panda, in this case] by demanding they be re-added. But a red panda would fairly satiate the panda-lovers and still introduce a relatively obscure, but adorably original animal.

I really think that we need to be able to have more than one pet. We already badly need a stable systme in GW1 and we defentially need one in GW2. Also I like the idea of having more than one pet out at a time and to balance it, the more pets you have out the weaker they are that way you don't have to worry about getting some over powered ranger.

Can we become our pets? Like take control of them to pull, tank, and just fool around with?

i was thinking about this erlier and i was thinking about Eragon the book (as well as its sequal) i think that the pet owner and the pet should have some kind of communication so that the pet could make suggestions to the player such as Navi in zelda orcarina of time for the N64 but not as annoying lol~RedRabbit

Ancestors for GW2

Having the possibility to create a character thas is the grandson of your old guildwars character.

They have this, its the Hall of Monuments. What ever the past GW1 character has done is in the HoM. --The Cyphero 00:36, 9 May 2008 (UTC)
Yes, my prophecies character really wants an Asura grandkid. - Elder Angelus 16:39, 10 June 2008 (UTC)

Weapon idea: Whip

Hello everyone.

Just wanted to share my idea of a weapon for GW2 - a whip. Something mid-range - not really melee but not really far-reaching - with skills related to it, such as pulling the enemy towards you (think Pudge's Hook in DotA), a knockdown or a sort of disorientation (face whip).

If you like the idea/ have suggestions - please comment. --Atrum lucis 09:00, 9 May 2008 (UTC)


Why don't use a whip and some sort of knife/dagger, pretty pointless to pull an enemy towards you if you don't have a secondary weapon... or kick it in the groin.
what if its a women?
lol! A whip is a GREAT idea.......im also thinkin throwing knives or darts (Forbidden Kingdom Movie) -Lu Sen
It would likely work if they used a lot of similar moves to Ivy from Soul Calibur, without completely ripping off her character. - Quinn. 13:53, 9 may 2008.
Forcing movement of other charachters based on your skills could create alot of potential for bugs based on where they would be moved. For example, hit a charachter slightly too close across a gap, and they may get stuck being pulled towards the gap, or pulled into places that the game may not allow escape from. Could work, but could also create alot of problems in a game like GW. 71.31.149.63 04:03, 10 May 2008 (UTC)
the Z-axis in GW2 may change that, though, i like the idea, but maybe have the whip have a spike on it (an illusion to Ivy, yes) so that way you can still hit them hard--Raph Talky 15:13, 10 May 2008 (UTC)
That's a good point, I'd forgotten that GW2 would include the Z-axis. So problems would only really come up with instant deep drops or path bugs over low obstacles. As to the actual whip idea, why not have a whip as a kind of skill that functions similarly or an offhand weapon? That would make more sense to me, as whips would be rather impotent against any type of armor for actual damaging, but could create cool synergy and utility when used with a normal melee weapon. 71.31.149.63 19:56, 13 May 2008 (UTC)
Really, sounds Hellgate London :) No, no, it's fine, rather nice. Maybe make a whip weapon - with real damage and so - and a skill like "harpin" to drag your foes? That doesn't really require whip in your hand but goes under "whip mastery" or whatever? Ratys 12:36, 14 May 2008 (UTC)
well since whips cant do much physical damage, so how about they do massive condition-interupt-knockdown-slow down movement/attck. user: the ravfour 78
I would actually think whips could do a lot of damage. The crack of a whip is a sonic boom. Ever been whipped by your friends towel in the locker room? Hurts like hell. It could also work as a utility like in the Indiana Jones movies. Laserblasto! 17:18, 17 May 2008 (UTC)
Let's see... Condition (bleeding, dazing by "sonic boom") placement, movement control (dragging), physical interaction with world (IJ whip-whip!). Pretty of a nice weapon, eh? Now needs a profesion this would fall under. All original GW profs look very naturally in such world as Tyria (even Mesmer - typical actor, illusionist), but how this whip-guy will integrate? As a shepherd? Or as HoM&M5-style Shadow Witch? Ratys 20:34, 17 May 2008 (UTC)
well actually i meant a whip hitting a warrior and his armur, it just doesnt look good. but i get ur point with adding espcial powers to the whip. and i was just watchin AvP R it would be cool to have a whip like that Predator at the top of the hospital. user: the ravfour 78
maybe the whip could go thru a gap in the neck or something like that. Or, even better- Dont make it a whip, make it a flail (ie, attach something to the end). Yuo could choose ur flail attachment, make it spiky or just heavy. That would be interesting.
Or even make a weapon upgrade to whip that will make it do blunt damage and ingore 50% of armor (turn it into flail, as said) but lose half of speed, range and some skills effectiveness (try to do a huper-sonic blast by a flail ^^)? Ratys 15:47, 20 May 2008 (UTC)
Cane-whips should be the default mesmer weapon. Although in Guild Wars 2, the name of the class will be changed to Gayfag.
can you say runescape
both of those last two comments were weird....and no, maces=runescape...besides...i like the idea of a mace/whip..even if it is runescapeish--Raph Talky 17:54, 1 June 2008 (UTC)

Massive PVP event

We all know that AB is not really that massive and it involves more thinking and new builds based on a really large map.

Now my suggestion for this massive pvp event is that the staff schedules a "War". This type of event is one where you can have fun and pvp with over 12 ppl. This type of event could be hold even once or twice a week.

The event consist of one group of 100 kurziks vs 100 luxons for example each of the clans or can have over 100 players playing on a massive map where what you actually need to do is capture at least 2 or 3 towns before the team can defeat GUILD LORD. This type of game play is fun. this gives the opportunity for guild to enter with different parties of 8 people or anyone even without a guild to have an opportunity to get experience and not stay playing in 4vs4 because lets face it they are boring sometimes. This type of pvp event its the ideal basis for MASSIVE PVP.

This event can have generals and commanders in each team and these can be ranked by ranks in pvp titles and guild leaders. For example the generals can be made generals during this period of the pvp event by looking at his ranks in gladiator, kurzic or any other pvp title.

Again this is a pvp event based on the story of factions and based on a more massive version of AB. So whatever you ppl introduce in GW2 please let it be a really massive pvp event like this one. because i hate capturing shrines and running in circles until we hit 500points or trust any noob to keep capping instead of mobbing.

We all know how annoying that is!!!!

Thank you

.................This will alrdy get in GW2....It's called World vs Worls..AKA 100 vs 100. It's a battle in the rift between different worlds
Actually it won't have fixed team sizes. -- Gordon Ecker 04:33, 10 May 2008 (UTC)
Is that what they meant by a persistent PvP battleground? So I guess that eliminates the "No opposing party joined. Restarting countdown timer."-issue. Making further assumptions, there would be nothing (barring server capacities) to stop nearly every player joining server 1 to fighting against a barely empty server 2. Extrapolating this line of though even further, rewards from such battlegrounds should be given out to a whole victorious "team", or world in this case, to avoid abuse. Conscript 00:08, 11 May 2008 (UTC)
LLLLAAAAGGGGGG

my suggestions

warning long text

I (being a guild leader) would think it would be cool to change the name and tag of our guild because I dont think that the imperial drunkards [HICK] is a very good guild name for a charr or asura... but I also want to keep my guild hall and it's upgrades.

I also think that (yes I know lots of people have said it)we should have skills such as mining smithing and mabe brewing and farming and should have smithies, underground mines, breweries and little farm fields added as upgrades in the guild hall.

We should be able to un-costermise our weapons for more than its costermised, be able to sell our armor, enchant/enhance our weapons to make them more powerful, on the trade have a message saying how mmuch the traded items are balanced eg say im trading with one of my other characters (impossible I know) it would say something like 1,763g of money goes to Getefix (then Getefix puts a wep more than that on) 3g goes to I Own u U Die...

I reckon we should be able to wield pikes 2 handed weapons like elven swords 2 handed axes. the name would be the same as 1 handed only with (2h) at the end of the name eg destroyer sword (2h). use spears in close combat, (obviosly not paragon spears).

We should be able to buy boats from carpenters stores (that could be a new skill as well as woodcutting and the stores could appear in town or in a guild hall. the woodcutting forest should also be in the guildhall with a choice of burnt trees, yew trees, plague born trees, dead trees ect wherever the guildhall is found. the boats should be Small trawler to huge navy like galleons and you choose the name. It would appear on a dock like the black pearl is owned by (character name) (pirate ship) the captain or shipmaster could decide ranks and what goes in and out in the storage (mabe thats how we kill the sea or orr dragon (after we kill the sea dragon can arena net make an expansion where we can get to cantha and do something heroic like freeing cantha from the iron fist of its emperor or the desert dragon we could free elona from the grasp of palawa joko??))we could have pvp battles, send out merchant NPC boats accross trade routes and mabe even dive to the depths to retrieve hidden treasures of sunken ships (player owned ships cannot sink but rather 'teleported' to the port it was at last).

Lastly (finally) we should be able to join secret orders such as the order of whispers and unlock powerful and forbidden secret skill scrolls (double click to learn) but you forget it once you learn another or leave the order. Getefix 17:45, 9 May 2008 (UTC)

(I know this isn't the right place but I'm new to the wiki thing) How in the world do I add a suggestion on here at the bottom? All I see are Edit links and not exactly an add thread link. I see a plus at the top of the page but it says "comment" and I'm unsure if that's what I'm looking for or not. Verix Phrigustus

At the top there is a little + sign click it and write your suggestion.

you know all those suggestions you made? HAVE YOU EVER HEARD OF RUNESCAPE!!!!!!!!!!!! all this stuff belongs in rs2, not gw2! making gw2 like runescape is worse than making it like WoW69.23.219.85 23:06, 20 May 2008 (UTC) The Uba-awesome Strider Jr./Mcdt2 (the latter is my rs name, im a devoted fan

A few suggestions

Here are my suggestions for Guild Wars 2

There would still be a guild hall, but how about your own personal home in GW2. I would find it interesting just to go into your own small house right by the sunny beach shore or something like that. It would be just like your own small home away from the hall.

And heres my other suggestion

Keep on expanding the guild wars universe. Literally, i have looked at all of the maps of the GW universe, and they should expand it. It would seem pretty weird, or not that great if the maps of the gw universe is ended by a mountain range, or some land to the east, west, north, or south part of the map. In fact, it could be cool to add maybe a new continent, or have a cool ability when you look at the map, it would appear as a globe, or something like that. Would this be a good idea?TitanSacranus 21:07, 9 May 2008 (UTC)

The house idea is pretty good how about in your guild hall? and a new upgrade could be needed to buy it how about a housing estate manager or something? you could start with an empty room and build Furniture and extend with other rooms!!

If you have minipets how about something like the hall of monuments where you put them on say a fireplace and they appear on the floor and start walking round. You could do that with ranger pets and put them in a bed too?? Getefix 08:02, 10 May 2008 (UTC)

What about all guild members have houses/rooms in a guild complex, not just a hall. MAke leaving/joining a bigger decision.

you have no life if you need an ingame house

"Master of Ceremonies"

Has anyone ever noticed that when there is a holiday the only person with an in-game char from A-net that shoed up was gaile, and now it will probably be the new communities manager, but the other people were never even seen, so it kinda makes it harder to feel connected to the A-net team. I say that at soem point before GW2 comes out A-net should pick somebody from the Player Base to become a master of ceremonies. You know some guy that comes to every holiday, and declares it officialy "open". But in between the holidays and events that person is just a regular player. and maybe there would be more than one, like one for each district, or one for each major city. So that we feel more connected to the peopel who run the game, instead of feeling like we're one big expieriment to them. Lord Zepherr 10:00 May 10, 2008 (UTC)

Gaile is the only Guild Wars developer who speaks English.

lol are u serious XD so he has to read all this tekst by himself O.o i feel srry for him

"Weapon Familiarization"

This is another post that deals with making GW more realistic I believe that there should be a thing that when youve done 1000 or so swings or shots etc. you become familiarized with the weapon granting a 10% higher chance to hit or somthing like that Also plz bring in 2h swords i get angry when im stuck with a butterknife.-Shanghi Ranga

So you want people to just have to sit in the isle of the nameless, or something similar, auto-attacking barrels for half an hour before using a new weapon? That system would do no good to anyone. Also, some swords in GW, like the longsword, would be large for a two handed sword, and are already far too big to be one handed. How large of a sword can you possibly want? O.o 71.31.149.63 19:51, 12 May 2008 (UTC)
Hmmm...given some rethought, I think this could work. Instead, perhaps, have the weapon gain XP with you? Would it be acceptable to have the customization +20% bonus be given as you gain XP while wielding the weapon, rather than a sudden +20% right after paying your 10 gold? I know Dark Cloud used a similar system, and I found that game to be thoroughly enjoyable. Speaking of Cloud; seriously -- the swords aren't exactly butter knives as it is. It might be nice to have two-handed swords, though. =P --Kite 02:01, 13 May 2008 (UTC)
Some swords, like the long and crenellated swords, are already built to be two handed with the sizes of the grip and blade O.o Maybe just allow use of a two handed stance with swords, increasing damage or attack speed or something by a bit and causing the loss of the extra armor from a shield. Just an idea, and still may require 2h-able designations of specific swords. 71.31.149.63 20:04, 13 May 2008 (UTC)
Actually thats a good idea and the butterknife thing was a figure of speach. Also how about getting a speed boost. And maybe it could develop over time and you gain several points to spend like 2 points for 10%bonus speed and another 3points for 10% bonus attack.-Shanghi Ranga
That sounds really awesome, but that would give people who have had the game longer but are really bad an unfair advantage over those who are just getting it but have crazy-awesome skillz (sorry, always wanted to say that). Still, the two handed sword does sound really cool. Maybe give the warrior 6 choices- sword/axe/hammer/2h sword/2h axe/2h hammer. Call the 2h's 'Great Sword/Axe/Hammer'
I would like it if you could dual wield swords or axes i think that would be cool, i also like the idea of two-handed weapons. I also think that when you go into a town or outpost it should show you with your weaon sheathed instead of it just dissapearing

you could always make it dual swords like the dagger

/Rank Emote

Ok so one of the biggest, most used emotes in GuildWars is the /Rank emote, a show of prestige, grind, perseverance and whatever else.. now the /Zrank emote was introduced again another large display emote favoring the PvP player base. I think GW 2 should have a comparable PvE emote as well, maybe along the lines of the current God Walking Among Mere Mortals Title Track, but something nice to show for all that same prestige, grind, and perseverance that we have endured thoughout the game. --O Frost O File:O Frost O Sig.GIF 22:32, 10 May 2008 (UTC)

That'd be pretty cool. Something for a hardcore PvE player to show off, awsome. Lord Zepherr 06:30 May 11, 2008 (UTC)
Further to this...why oh why a Zaishen rank! Why not an emote for the God Amongst mere mortals title! Or even an emote for r12 Kurzick/Luxon faction title!--Shaia 09:34, 19 May 2008 (UTC)
And I think there should never be any rewards for grinding. Instead of title tracks, grinding should produce a visible cloud of odor around characters to represent the similar cloud around their players.
LOL
Good idea!

Complete Patch

This is a must, for those who format their computer or those who are new to the game. We don't want to be waiting 4 hours for files for each area to load. I'm currently trying to get back to Guild Wars, but finding it extremely difficult since there's a huge wait for 20,000 files to be downloaded for each area.

Thanks for looking over this =) Hope you guys consider this, if you understand where I'm getting at...

If you use -image, you can download every file at once. --Pling! \ Brains12 23:01, 10 May 2008 (UTC)
Also, before to restoring your system install, backup the Gw.dat file. Copy it over a other HD or burn it on CD/DVD. To restore you just have to install gw normaly, then quit gw and copy the backup file over. --Bob 02:43, 13 May 2008 (UTC)
Bob your wrong on the re-install there this what it should be - Backup both the gw.exe and gw.dat and when you come to install it after a format run gw.exe and it'll ask you for dat location enter it and done (NOTE: the gw.exe file you run to start the game is the setup installation file also)122.109.43.82 10:26, 16 May 2008 (UTC)

Better Music

Music, imo is one the most key elements to making a game good. Good songs can set the scene for something perfectly, make the player excited to do what they are about to do and really bring the game to life for the player...That said I have to say the music in ALL of the GWs so far have not done that, not even once. There wasn't even a final boss music for ANY of the games. When I was facing abaddon I heard the music from the loggin screen! I'm taking on a god! I think there are so many crucial moments that are ruined by the generic and overly epic sounding music that is played. Idk about you guys, but I don't think I have ever heard one guitar in any of the songs. It's pretty much just an orchestra, which is fine, orchestras sound great, but they don't always fit the mood you are trying to deliver. When I'm fighting a boss, or especially a FINAL boss, the music has to fit the scene.

For instance:

Good

THOSE are some great songs. Songs like those really bring the quality of the game up as I said before, especially since it makes the boss fight more memorable.--The Gates Assassin 03:22, 11 May 2008 (UTC)

I like the guildwars music really, but yeah your right no music could ever compare to the FF series. aaah memories. anyway I do see what you mean though maybe for boss battles the music could be a little more epic. --Alien Image:User Alien Sig.png 12:08, 11 May 2008 (UTC)
Make a list where people can upload there own music from there pc? Fox007 User:Fox007 12:18, 11 May 2008 (UTC)
0.0 That would be genius. Have it so you have a list like:
  • Boss music:
  • Field music:
  • Final boss music:

And in there you can upload a song to play when that event happens. 0.0 Me like.--The Gates Assassin 00:57, 12 May 2008 (UTC)

The guildwars music has rich sounds and lot of instrument. Plug good headphone in place of your cheap Pc speaker and you will be able to enjoy other type of music that is not base off 8bit MIDI tracs. Music is important and lot could be done to improve the gw series. What you posted, tho, are not good example. --Bob 02:37, 13 May 2008 (UTC)
I agree that GW has a barely noticable soundtrack, even through a good headset. The only time I actually noticed the music was the combat theme in GW:EN, which was basically the same as used on the menu. While barely noticable background music setting the tone can be nice, a really great and noticable piece of music can make an area of a game much more enjoyable. Here's a few different examples than FF music.
are a few examples of music from a game that I feel did a great job of using interesting and noticable music to accomplish a much greater effect than excessively subtle themes can. Those are just a few I could think of off the top of my head, but should be enough to illustrate my point. 71.31.149.63 20:29, 13 May 2008 (UTC)
Bob, I completely disagree. GW music lacks theme and tone. If I play a song it should make you feel a certain way and make you imagine something in your head. Effective music matches the area you are in and what is going on. All the music 71.31 posted are good examples. Also my head phones are the Bose big ear muff ones, good quality. Doesn't make a bit of difference.--The Gates Assassin 01:11, 14 May 2008 (UTC)

I'll have to say that your "music" is a bit ridiculous. I just couldn't see a party killing Abaddon with a rock style of music for the background, which has nothing to do with the style of Guild Wars.

I like the firstpost on the music preference, but don't you think it would be wise for players just to use their own music, I'm sure I seen a post earlier about this. Stokoe 18:22, 9 June 2008 (UTC)

First of all, none of the music you posted would fit in with the Guild Wars world. The GW composer does a great job of writing both thematic and memorable tunes, but some of them are a little uninteresting. But to have some of the music you suggested in GW would be completely ridiculous. The Guild Wars theme is pretty sweet, and it actually shows up in a lot of the other game music if you listen carefuly. I think GWEN's music is by far the best out of the other GWs. The new title screen has the best music yet- and some of the new town music really fits the mood of the areas you're in. The music battle system works pretty well, too- it just gets a little repetitive sometimes. I guess the only suggestions I have for GW2 would be to include more music so that you don't hear the same tracks over and over. I hope a bunch of the original themes return (especially some of the themes from pre-searing), and it would be nice if some of the music was a little more interesting to listen to. -Kestrel

i agree with kestrell. The musiks in the game gw is good but their is not enouf of it. if i was inchage of making the music tracks i would make mor songs. the sons u selected woud not fit the theeme of gw or gw2. i think they shoud al so have randumly genarated songs thet play from some chords

Sort of a late response but anyway. I never said that Abaddon should be fought with otherworld as the background music. That song fit that game because it is what they played at the beginning during a blitzball match and that is where they are at that time. What I was saying was that the Abaddon music was good...for about 15 seconds. Then it would die out completely, or turn into very boring music when I disengaged, it was awful. The music can be guild warsy and still be great, but the current music switches too often, is too boring, and overall reminds me of oblivion music which is pretty annoying too. Also, boss music as I said needs to step it up. The composer sticks a bunch of heavy drums and calls it boss music. Oh and btw the person who didn't sign, you made 14 mistakes in 5 sentences. Truly epic. --The Gates Assassin 03:38, 14 July 2008 (UTC)

races

Ive got an idea for other races -Dwarf -Tengu Maybe another idea that the different races have different mounts because if asuran mount a lion or something thats ok but if they mount a giant devourer thats still kinda ok but a charr can mount a devourer but i don't see a charr on a lion so maybe u can use that as an advantage of the smaller races(asuran,dwarves) that they can mount more creatures the smaller the more they can mount

emm tengu live in cantha and thats been sealed off... and dwarves are extinct^^ sorry about that but it's true.
Avicara? Are they not practically Tengu? And all the drawves are extinct? To be extinct means when nothing of that species are alive, and the dwarves are 'undying creatures of stone'88.104.13.228 15:26, 11 May 2008 (UTC)
Maybe new races with future expansions. Centaurs & Forgotten (Elona expansion), Tengu & Wardens (Cantha Expansion)--MageMontu 12:54, 11 May 2008 (UTC)
What is it with constant reference to mounts GW is a compleatly different style of game then the others there is no need to have such a creation we have portals to travel from town to town Gow Czar 13:18, 11 May 2008 (UTC)
Mounts would be good in GUILD WARS 2, as apparently theyre reducing instancing. As for races I think playing as the undead would be pretty cool e.g. you could be a warlock (spellcaster) skeleton (ranger) zombie (random guy). Any other ideas? [Rayner]
i don't think we should link the races with the profesions cause that seems kinda stupid then every one will look the almost same exept u got another race

and i REALLY think dwarf should be in GW2 there cool though looking and small, gotta love them

I was wondering... What about the "race" that Razah was supposedly the first of. If the mists spawned one human entity, i'm pretty sure it'll be able to spawn another one in 250 years. Plus the guide to nightfall said that Razah came because the mists found a suitable human template to copy. So with balthazar opeinign up humongous battlefields in the mists for us to fight in, wouldn't there be a surplus of not just human, but asura, charr, sylvari, and other races for the mists to copy. Maybe you could be a mist spawn shaped liek a charr with access to weakened or undeveloped copies of a charr's abilities, or asura, norn, sylvari, etc. Lord Zepherr 05:26, May 13, 2008 (UTC)
i actually really like that idea, it makes sense and might actually be kinda cool to play. maybe their race specific skill could be to copy the race specific skills of other races or something. great idea lord zepherr, one of the few on this page.
Wardens are enemies of Cantha, and most Tengus are as well. And Razah is not any race, he is like a demon, but not really. They are also looking into Tengu for race anyways...just wait and see...-Body of Power --71.100.161.193 23:46, 14 May 2008 (UTC)
Razah is too a race, or i guess since he's the first one so far, he's a species, or aminority, or whatever. But if there's only one razah and he's not a race, then what about the first sylvari? Besides, it has to be possible that there was more of razahs type made in the mists. And i had an idea for their race specific skill/ability: Spirit Horde. It'd work like this: Spell. Summon (2-8) spiritual copies that use (2-4) of your sequipped skills, and are level(5-18). While these copies are active you remain unconcious(basically dead) and they can only attack your selected target. Once the selected target is dead, all spiritual copies die, and you are ressurected with half life, zero energy, a random condition, and al you skills are disabled for (3-7) minutes. This way instead of being just too powerful, there's a limit to what you copies can do, and drawbacks to usign it on yourself. Lord Zepherr 08:03, May 20, 2008 (UTC)

The dwarves aren't extincted, they just turned to stone and became isolationalist: http://wiki.guildwars2.com/wiki/Dwarves

races vs races

maybe its nice to let races fight against each other but arent hostile against each other until they are lv. 10 couse they otherwise get killed by lv.xxx (very high) and that isnt nice XD

buildings

I dont know if its been opted yet, but what i really missed in GW1 was the option to enter buildings. Like a merchant actually having a shop, or important canthan ministry people actually being inside a ministry. Because minister Jaisan standing within a range of 100m from Barkeep Mehoro is plain unrealistic. Organgrinder 12:25, 11 May 2008 (UTC)

i do tend to agree that there should be more interactive textures in the game so long as it doesnt create any congestion/bottlenecks that slow down game play Gow Czar 13:20, 11 May 2008 (UTC)
Bottlenecks could be good depending on your group size, what mode your in (HM, NM). Also it could help mobs in AB or in GvG. sportspro1995 11:37, 11 May 2008 (UTC)
I was kinda talking about buildings in Outpost(ish) areas. I don't know if it's a good idea to put doors in enemy territory. Organgrinder 15:49, 11 May 2008 (UTC)

Hi, i don't know if i can say this, but i give it a shot, i play another game a lot that has shops that have merchants inside or other NPC, this game is called Neverwinter Nights, and this does not slow the game down much, although, with me having a slow harddisk, it takes a while, about 5 mins to load an area in with 30 buildings on that 1 area, each building is a small separate area, in itself, my harddisk is ata 66, even though it is a sata hard disk drive converted to ide, my ide max speed is ata 66 (You forgot a sig)

I say if you do this, too reduce lag, you should either A, make it were the building is just like WoW, were its like you can walk into without entering another actual area, or make it an explorable area.... --Body of Power--71.100.161.193 23:48, 14 May 2008 (UTC)

I think the Warden would be a pretty sweat race to play as. XD

Combining Pets / Mounts / Companions

Unique idea for pets/mounts

How about combining Pets & mounts so that you ride your pet. Three pet slots for each character, one that can swim, run, fly. For each category there are several to choose from.

Runners = scorpions, worms, bears etc. Fly = eagles, phoenix, etc. Swim = anything fishy.

Attributes gained = Run/fly/swim 25% faster - you get the idea to help a little with travelling within maps but still keeps map travel included for looooong journeys between main cities. These pets are kept in stables in outposts. They are soulbound so can't ride anyone elses pets (as they would not respect you) that way what you choose becomes the companion. Use only one pet at a time. They level with your exp gained (whilst accompanying you outside outposts). Can't ride until strong enough level (say level 50). But help you fight in meantime (both mounted and dismounted as a tank/ranged fighter depening on animal type). It dies when you die since its soulbound and resurrects with you.

Pet options: Can change pets at an animal charmer for gold at later date and train up from a baby animal, old pets you discard go to help as mounts for soldiers in wars/farming for cities resources/etc to fit in with story line. Name them what you want. Assign skills bar of your choice. Carrying pouch gives extra ten slots storage, etc. Can mount and dismount within maps to give option to fight on and off of it. Change it's armour stats. Dye its armour.

THIS IDEA HAS REALISM BUT MANAGES MOUNTS AND PETS IN ONE GO. IT MAKES PETS WORTHWILE AND MOUNTS REALISTIC WHILST REMOVING THE 'PATHETICNESS' OF MINI THINGS FOLLOWING YOU IN TOWNS =/

Add any other ideas that will expand realistic possibilites to help within the game. Remember this is not sims, pets/mounts need a purpose. Some people want mounts, some people want pets - this idea resolves everything. Remember, if you dont want to ride a mount nobody is forcing you to! Walk... =]

Can the World of Guild Wars madness end? There was already tons of mount suggestion and other silly idea coming right from WoW. And all of them are done by anonymous poster.(WoW fanboy troll?). Beside, Nightfall and Eotn already has mounts.. in the gw style. --Bob 02:14, 12 May 2008 (UTC)

Worms were not 'mounts'. Worms were an excuse to be slightly different, you can't choose to ride a worm wherever you want to therefore it is not a mount. Mounts were not created in WoW so stop the annimosity against it. I don't play WoW but i know what is in the game through research.

Also, 'silly idea' try giving people respect, do you get people saying 'i dont want guild wars to improve, mummy, mummy tell them please' to you about the attitude you clearly have. It's a suggestion for Guild Wars to consider - more people want mounts than people that dont. Deal with it =]

I dont know if you are the same author as the origianl poster, please sign your comment. It was more about the lvl restion then the actual mount, this is typical wow-like. Guildwars never limited what you could do base on lvl, it great and i hope it stay that way. The comment about WoGW madness was not directly target at you. On this talk page there is a lot of suggestions aimed at turning gw2 into a montly-fee-free WoW clone. I find most of those comment uneducated about gw's mecanics and uninspiring. I am sorry if i offended you, please dont take it personaly but with a bit of humour. --Bob 22:55, 12 May 2008 (UTC)


Mounts won't make GW any WoW like... Nothing would make GW WoW like actually^^ ANet will implement as much they see on this page as they can, but surely will make it GW-way and under "not-needed-to-play-but-still-here" concept. Well, I hope they will... Why then mounts are so bad? If you want, you use them and gain some benefits but in cost of some losses, and if you don't - you don't need to! As for thread idea - WTG :) For others - just remember, that pets will be for everyone regardless profession now. Ratys 14:19, 12 May 2008 (UTC)
Ok GW does not need mounts the reason is most GW players would hate the idea of guild wars turning into a free WOW the other ones don’t get the idea that GW takes skill therefore instead of using good combination of skills to get there you hop on a dragon or something and fly there. Besides I would rather have the map travel.
It's already been said that map travel will be kept in GW2 so there really isn't any reason to have mounts. The Cabal Stalk Me! 20:40, 12 May 2008 (UTC)
Also there's no reason for mounts not to be there ;) Look on the thread idea: it suggests to merge mounts and pets, so you can mount your pet BUT IT STILL FUCTION AS A PET while not mounted! It's just another option, improverment for pets! As for reason... Just many of players would like this feature, and if you don't - just don't use it, you aren't forced. I wonder when you finally get this viewpoint :/ Ratys 12:02, 13 May 2008 (UTC)
BUT, you all ignored the most interesting thought in this post. Does The Companion Have To Be a Character Race?? OR, can my mount/pet BE the companion in the mentioned "Companions System" to be introduced? I HATE the idea of a little "robin" sidekick running along side my "Batman" hero. I am not Xena, and i don't want a "what's her name" following me around. Yes i know i can play alone and get the buff. But... a companion mount/pet that had a class base and skill bar would be better to me. Imagine a boy and his (WAR) dog, a girl and her (ELE) Dragon, an asura and his (MNK) golem, a char and her (NEC) big-ridable-lizard-thingy. That appeals to me a lot more. (Monkenstein)
As I've understood the known info on GW2, companions for all players will replace ranger pats already. So it's kinda pet and companion at the same time. Idea of giving those companions player-dependent race(type) and class(profession) is nice, but personally for me it would be great to have an ability to change your companion's type and profession from time to time. Like ele dood and his warrior bear ^^ More about mounting: to balnce some pet's abilities they should get a penalty, as if your dragon can fly and can actually carry you onboard it should get verry low armor and some health reduction. Just an example, though. Or maybe this like system: your ele-companion can be equipped with ele skill that will allow it to fly, and while you mount it, it can carry you aswell... How will this entire idea look like: player+companion combo is usually two separate entites that can fuction on their own and move undependent of eachother, and when the player mounts the companion, they like merge - get shared movement ability and can't move separately (player controls all movement), but still can use their separate skill bars (with player-set restrictions, to prevent silly situations). Still, just a thought. Ratys 12:22, 14 May 2008 (UTC)
Even the statement that companions will "replace" the ranger "pet", does not mean they will be anything but character races potentially. it could be that ANET is considering the whole "pet" idea a mistake and plan on eliminating anything like them altogether. The way i read existing info, companions will be like heros too. Though the monument in the HOM in EOTN would suggest that there will still be Heros of some sort. But, If you have to create the companion, which is the logical way to balance a player/companion skill set, the monument display may provide additional options in the companion creation screen. That would also imply the existence of non-character race companions since elite pets (and a general animal companion statue) are displayed there too. As i read the info, it's hard to tell what companions will be exactly. Currently, a pet is closer to a henchman with regards to detailed control, i.e. almost none. With a hero/mount/pet/companion combo there would be a lot of variety in choice and control options...(Monkentsein)
I actually imagine it as something animal like if I get your idea right. So companion = pet, an animal/creature/beast/mechanism/whatever that accompanies your character and serves as an extension of that character. Ratys 20:01, 17 May 2008 (UTC)

Player Panels

When clicking on someone it highlights them on a bar at the top of screen currently as your 'target'.

Have an 'info button' at the side which you can press to show a player panel. This allows other people to see your:

Weapons, Armour, Skills bar, List of titles.

To avoid people stealing skill build ideas you can keep this as secret by clicking an option box to keep whichever panel section you want private that you wish.

This helps so much when in party showing skills builds, nobody needs to ask and can just see = faster.

Shows an overview of a players ability & allows to compare everything without linking to chat via code. Can see what a weapons look like in outposts this way too.


Also, as previously suggested - in the beastary section, if you click on opponent animals 'info button' you can see their stats and weapon stats, skills bar, etc.

There is no such thing as stealing skill build idea. Every skills use can be see to all in both pve and pvp. The best you can do is been unpleasant and unhelpfull by not sharing your build and ignore posible synergy with your team mates. Aside from that i think the hability to see players and heros skills and attrib useful to skill up quickly in town. It would be a great additional comunication tool. --Bob 02:24, 12 May 2008 (UTC)
I think that this has the potential to being a good idea, but also bad. For example, if some person doesn't have the best weapon or something they might be turned down, increasing isolation and the such. The Cabal Stalk Me! 21:02, 12 May 2008 (UTC)
About build leaking, i think what he is saying, is that at the start of a PVP match, one team could target each opposing team member in turn and quickly (?) access the individual and team build, and potentially counter it. If you have vox connection and a lot of teamwork you could identify spikers before they cast. Since you currently only see the skill when they cast it, you could (PVP or PVE) save your interrupts for their best advantage. Though i suppose one could create a feint build and not plan to use the "most potent" skill keeping the mid-line waiting for an interrupt that they will never cast. Plans within plans within... (Monkenstein) oops i think my build is leaking....

Advanced Friends list features

Add the option to create named groups of players and aliases for individual players. For examples, look at AOL Instant Messenger and/or Google Talk. It would be really great if I could group certain people together, e.g. PvP buddies, Buddies from guild X, etc. It would also be sweet if I could make aliases for a player, so I wouldn't have to remember character names, I could just assign their real name as an alias. I welcome any more suggestions. Guyinthechair 22:03, 11 May 2008 (UTC)

Alias to player is a good idea. If it limited to 1 word (eg first name of that player) it would never colide with character name that is 2 or more words. Alias need to be chose by the sender, he would be responsible to avoid duplication witin his friends list. --Bob 02:03, 12 May 2008 (UTC)
I would like to see it set up that when some tried to Add as a friend you could chose to accept Yes or No. I don't know how many times i'll be doing something in game and i'll get a PM from some i don't know who added me to their list because i helped them once or was in some random mission with them. It throws my for a loop because i don't have their name in my friend list, and mmost the time they are looking for a hand out of some kind.~Phox53`
I think stating where each friend is (name of the outpost/explorable area) and what district would be good. Not only would it allow you to meet friends more easily, but also if you noticed anyone breaking rules you could monitor them. 62.136.9.7 18:04, 13 July 2008 (UTC)

Grand exxhange kinda thingy

If you play runescape you know what the grand exchange is. there should be somthing like that in GW but like the acution romm or xulani house of bids --The preceding unsigned comment was added by User:24.224.253.236 (talk).

Most of us dont play runescape. Would you care to describ what it is and how you would like that implemented in GuildWars 2? --Bob 01:59, 12 May 2008 (UTC)
According to the Grand Exchange article on RuneScape Wiki, it's an area in one of the towns where you can post items and offers on a cross-server trade board, similar to the earlier auction house and trade board suggestions. -- Gordon Ecker 03:22, 12 May 2008 (UTC)
I Agree... actually that was one of my suggestions earlier... -Lu Sen

This would be very useful for selling upgrades to weapons,especially maxed ones, as people will always want the best, and people will always find junk that they can't use. 70.144.79.213 21:13, 14 May 2008 (UTC)The Whispering Pine

not to mention how much scamming it would stop. it would really hit them very hard ( the scammer). plus it would make the economy move really fast. it would be nice if the items werent limited to the world/server, it would go even faster and more items. User: the ravfour 78.
Another idea could be an Anet sponsored thing like what they have at the Guru. It's just a regular thing like ebay except it's exclusively for trading in GW. Could be easier too as they would just transfer it automatically after selling instead of having to set up a time to meet to trade.216.185.204.142 21:49, 21 May 2008 (UTC)
I really like this idea and have been wishing it were already implemented. PLEASE add this to GW2!! chevy

Party Control

The ability to elect another member of the party as leader, and that character having the option to accept or decline. -tinbad

good idea, i say also have a option when in explorable areas and stuff to kick out leacheers by group vote or something and when a leecher gets kicked they are reported to anet. --Tog
I like this idea as well, but needs more restrictions if it is going to work such as the whole group needing to vote or something like that. The Cabal Stalk Me! 20:59, 12 May 2008 (UTC)
Yes, it would be a useful feature. You should also be able to vote to be able to kick someone out of your party like with leechers or people who refuse to pay for runs once you get half way through thus delaying the party. King Keberos. 13:41, 15 May 2008 (-4 UTC)
It would really help if you could re-arrange your complete party, not just the party leader, with a simple click and drag feature within the party window. chevy
I would love to see this, it is annoying changing the group leader in GW right now. - Elder Angelus 16:45, 10 June 2008 (UTC)

Auction House - Improved trading method for GW and GW2

How cool will a auction house be in guild wars??? C'mon do you realy wana stand in a district and type WTS and WTB for hours? It would be a NPC that you can action your items to, other players would be able to browse it or search for it. You will also have a starting bid price and a sell-out price for when you want a axact amount for your item. So please people keep this in mind. It would be AWESOME! --Kingpin Of Factions 08:00, 12 May 2008 (UTC)

Already been suggested about a billion times. The Cabal Stalk Me! 20:42, 12 May 2008 (UTC)

If it's already been suggested a billion times, then they should do it! Having played other MMORPG, that's honestly the only factor from getting me and my gf to buy this game. Otherwise this game sounds awsome.

Hi. I want for GWW ingame talking. So u dont need to write while doing quests or pvping, easier to make up tactics. U can only talk with people u are in party with.

THIS ISNT WoW!!!!!!!!

WoW didnt introduce Auction House or in game chatting, the integration of these 2 suggested things are a proven "gem" for any MMORPG. I Would love to see these in GW 2!

Spherical Map

tired of the flat map, think a spherical map that could be spun would be cool, pointless but cool. What do you think? 121.208.172.69 08:20, 12 May 2008 (UTC)

We honestly don't know if the world is round or not. Besides, we've only encountered three continents which haven't been explored to their fullest. I honestly don't want to tie A-Nets hands on the design on the rest of the planet till we need it.--Ryan Galen 15:12, 12 May 2008 (UTC)
Agree & advice on a better map. The current maps lack depth. Staff maps in my line of work would serve better. -- Silverleaf Image:User Silverleaf sig.png 15:45, 12 May 2008 (UTC)
What line of work would need maps better then 3 sets of highly detailed 2d maps? At any rate, I don't find anything wrong with maps... while It could use some improvements, say: one way travel to land marks, instead of outpost you and your party are transfered directly into explorable area next to some land mark or teleport location or what ever you might have a few of those unlockable in every map. Biz 17:18, 12 May 2008 (UTC)
Outpost are unlockable "land mark". The only way teleporting to arbitary location make any sence is if players are allowed to join a party that is already in mission/explorable. Then that player will need to join the group at there curent location. --Bob 17:22, 13 May 2008 (UTC)
A spherical map dont mean it realy a finish object, continents can be added as need. What the poster mean, i think, is warping the map edge over and maybe zoom out enough to see a light curve. From what has been published about gw2, it is reasonble to think that the world will be much larger. Map travling between continents without loading a new map would be very nice, this will require smooth map paning with multiple zoom level. Warping the edge would be easyer then scrolling all the way to the other side. --Bob 17:17, 13 May 2008 (UTC)
A spehrical map means LIMITED SPACE. Who knows how many more lands will be added in Guild Wars to come. --Risus 21:54, 13 May 2008 (UTC)
Spherical map do not mean limited space more then a pyramid, a cube or a simple plane. --Bob 08:30, 15 May 2008 (UTC)
Yes, it does. A flat map doesn't force them to establish the size of the world, and allows them to pull new continents out of Schroedinger's ocean. However a globe wouldn't actually force them to establish the size of the world or rule out the possibility of more continents, the globe could be written off as "Tyria according to contemporary cartographers" rather than "an accurate world map of Tyria". -- Gordon Ecker 09:33, 15 May 2008 (UTC)
Ok let me put that in different word, a sphere can be enlarged the same way a plane can. --Bob 22:51, 16 May 2008 (UTC)
No, it can't. Planes have edges which can be pushed outward. A spherical map cannot be stretched without scaling up the existing continents or distorting their shapes and relative locations, which would be fine for a world map attributed to fallible in-universe cartographers, but problematic for a world map which is supposed to be an accurate depiction of Tyrian geography. Anyway, IMO if they do have a globe, it shouldn't be the only world map option, as a flat map would let you zoom in on any region in one click, while a globe would require rotation in order to see and zoom in on the far side, perhaps they could include an icon on the map screen to switch between flat and spherical views. -- Gordon Ecker 05:43, 25 May 2008 (UTC)
I like this idea. And i hope its something that would be added because in guild wars 2, its full map travel- free world. And map-traveling to get to another map would be pointless. *spins globe*63.228.52.226 03:48, 14 May 2008 (UTC)

Interactive changes

Reading through this page i have come across many people churning out these great ideas, most of these influenced by other games, from WoW to Diablo II. A common feature is player interaction, character mobility and such. IMO GW2 should have a similar system to the fable series. Where characters change appearance due to quests given or taken, there is a primary storyline, but many other secondary ones.

Fable's evolving characters isn't something I expect to see anytime soon in any MMO, much less Guild Wars 2. Imagining the sheer amount of data added to the connection in order to show just half a dozen other player characters online makes my half gig of ram weep. So while it would be cool, no on the visual evolution.
Now as for the primary and secondary storylines, your suggestion is almost already being implemented. We know, as of the last official update sometime last fall, that they are going to move away from the huge epic storylines with each expansion, and instead have many more smaller storylines. I'm hoping though that at least one story line per expansion could be considered primary. It is nice to have sandbox feel, but having a few big clear goals is important too.--Ryan Galen 17:20, 12 May 2008 (UTC)


Keep Original Character Appearances

Main point: Let us make our characters look exactly as they did in GW1.

I think it's safe to say 75% or more of the community wants to clone at least one of their original characters. I know I want to. And while you may not support carrying characters over, I think that characters should be able to look just like they did in the previous game. Many new games completely abandon original character appearance for 'updated graphics lolz' and other irrelevant garbage. I would still buy GW2 if the graphics were exactly the same. I would probably not if I couldn't use my own characters, whom I have grown somewhat attached to. I'm not going to go into the exceedingly long, twenty-page tirade I have written on my computer about everything about GW that needs to be fixed to soothe the sorely pissed off fanbase and restore balance to the game, but this would be one of the helpful things to attract more original GW players to GW2. --Jette 20:03, 12 May 2008 (UTC)

That becomes rather problematic when applied to the Norn, Sylvari, Charr and Asura races. However, for humans, I think that's a pretty good idea -- as long as it's not forced. It wouldn't make much sense, lore-wise(about as much sense as a Charr descended from a human; though it could mean a spiritual descendant, rather than a genetic descendant), but it'd still be nice. --Kite 03:25, 13 May 2008 (UTC)

It would be simpler to ask for the same appearence options from all campaigns to be made available on GW2. Also add more!!! Different shades of armour too. --Dez 20:28, 13 May 2008 (UTC)

Well, obviously there would be new ones. And the new races would require totally new appearance options. But it would be nice to keep our original character's appearances.

Just for information purposes, 75% of the guild wars community does not think like you. Many people like new characters. Also, the story wouldn't make sense to have the same person 200 years later. --68.42.30.255 20:02, 15 May 2008 (UTC)

Not only that, but to have either the same character, or even same human models is crazy. People's appearances change over times, like for instance, women are less "rough" looking then back then. So, keeping almost any model is kinda a bad thing -Body of Power --71.100.161.193 22:05, 15 May 2008 (UTC)

Interactive Fighting

I really enjoyed the interaction of swords and lightsabers in Knights of the Old Republic, I was deeply disappointed to see that in Guild Wars characters will slice through others though they were holograms. It would be great if a Warrior would hit some sort of Elemental barrier each time they attack a mage, and parry accordingly with another Warrior. Recoil could make up for the times when no physical attacks are happening. Simsarmy 22:08, 12 May 2008 (UTC)

I know what you mean, and expanding it to effects for the different races (as well as monsters) would be cool as well. good suggestion for GW2--Raph Talky 22:23, 12 May 2008 (UTC)

Get used to MMORPGs buddy, no such thing as interactive past choosing target and watching damage. --Risus 21:55, 13 May 2008 (UTC)
Yet. Could happen one day. -- Sirius (talk) 13:42, 27 May 2008 (UTC)
They used to say 'get used to paying $15 a month, it's an MMORPG bud' too. Or 'you picked warrior, too bad you can never learn any healing spells. All warriors get same skills at the same levels, bud. Because MMORPG = copy the last one and never, ever change.' - Elder Angelus 16:49, 10 June 2008 (UTC)

Explorable Area Map Travel

I already know some people will dissagree, but it would be interesting to have explorable area map travel, so you can travel to a certain area of an explorable area to make things easier. -Lu Sen

I think that would make the game to cheap for farming and stuff. — Eloc 01:40, 13 May 2008 (UTC)
Imagine game updates New boss with good booty at map point 23:456 everyone just warps there and kills boss at full life etc and collect booty warp out again. no thanks122.109.43.82 10:34, 16 May 2008 (UTC)
I think this idea has potential, actually. It would be a mistake to allow unrestricted access to every area in the game, but the ability to mark a certain spot as "favourite" and be able to teleport to favourites at will would be nice. To prevent abuse there can be a limit to the number of favourite areas one can have at a given time, and a limit to the places one can mark as favourite. So, for example, one can mark a spot with a large tree where their guild likes to meet up, but not the area containing a farmable boss. --Mme. Donelle 16:11, 18 May 2008 (UTC)
Go oblivion style where major areas in each explore area like a cave or shrine etc is travable but not anywhere you want and only after you find the place for the 1st time like (found shrine of bla bla)so then you can warp there from then on. 122.109.252.43 16:53, 28 May 2008 (UTC)

The one thing Guild Wars 2 Needs

You know what guild wars 2 Needs? ......MORE COW BELL!!!

Uh... no? Organgrinder 15:01, 13 May 2008 (UTC)
I guess someone was always going to say this. --User:Image:User_Elias_Sig.gif 18:38, 13 May 2008 (BST)
MOO MOO secret cow lvl where cows fight you rofl "sorry couldnt resist" Gow Czar 02:56, 14 May 2008 (UTC)
it always needs more cow bell. No Exception.
Cows FTW! I wand a cow-race in GW2! no birdlike, feathered tengu or cute furry and fuzzy kittens that play with fire. I wand COWS! Lords of the Milk, Keepers of the Udders, Spreaders of the holy word of Moo! --Dragonstorm|Talkimage:User_Dragonstorm_minisig.png 23:00, 21 May 2008 (UTC)
i believe its spelled cowbell (but im probably wrong), and whats with all the posts that are just for attention?

Another Armor Suggestion (Minor Secondary Runes) PVE only

As you are all undoubtedly aware, after Ascension or equivalent, you have the option to switch your secondary. From the skill page you can swap back and forth freely between any secondary after the first time you run the profession quest or pay the trainer. The same is true for your Heros. I know I use this all the time to create specific builds for specific quests.
SO would it hurt to be able to equip a set of armor with minor runes of the secondary? No headgear bonuses. When you swap secondaries, you loose the bonus if it does not match. (i.e. no Derv rune of minor scythe mast on your W/Me) The way i see it, you would not be able to equip a profession specific attribute. Runes of Minor Divine Favor, Energy Storage, Fast Casting, Expertise, Soul Reaping and Strength would not work for your secondary.
You could build suits of armor for specific combos. Just like now with Radiant/Survivor/Vitae insignias and runes. An Me/N could benefit from a single Minor Blood rune, or a Mo/W with plus one bonus to Swords.
YES this could make PVP a living hell to balance. which is why i suggest it as PVE only. Then again... it would make it less predictable. At least for a while... (Monkenstein)

Guild Roster

This was suggested by my old guild leader (Now I lead him), his idea was to have more available positions, as 3 (Leader, officer and members) can get a bit boring. I was hoping for more ranks as it gives members more of a reason to do their best in the guild. Too many ranks would be a fail though imo. So I think GW should create 7 ranks, and have another tab on the 'Guild' menu about ranks, where tick boxes are used to highlight the positions they want available. If you understand what I'm saying... Lt Death 16:32, 13 May 2008 (UTC)

I'd like to second this bid for more titles, it would be nice if we could name the titles ourselves too. I'm just going through a complete re-structure of my guild which will lead to 3 levels of members and 2 level of officers and, of course, the leader. So, this would really help to allow GW2 to represent my guild as true as it is on my forums. --User:Image:User_Elias_Sig.gif 18:37, 13 May 2008 (BST)
I dont think this would be such a bad idea . it would help structure and people could see that there status is moving up in the guild Gow Czar 02:59, 14 May 2008 (UTC)
It would also be cool if you could costomise the names of the ranks. Like if the leader wants to be called King or General or something and wants his members to have military style ranks. King Keberos. 16:44, 14 May 2008 (-4 UTC)
/agree with keberos. You should be able to make your own position names as long as they had definite levels of superiority and in brackets the original name. e.g. Commander (officer) 121.208.172.69 09:03, 15 May 2008 (UTC)

It would also be cool if you could make your own ranks for help needs. like a guild salvager so if anyone in the guild needs raw materials they know who to ask, or rune collecter(just ideas) --68.42.30.255 20:04, 15 May 2008 (UTC)

I'd like to see the ranks not only with customisable names, but also with customisable privileges. For example, the ability to invite guests, invite members, invite allies, kick lower ranks, kick allies, promote people who are below you, use alliance chat, use guild chat, visit alliance halls, modify guild halls, change capes, change status messages, etc., are all guild privileges. It would be nice to decide how many ranks you want and what those ranks can do. Guild ranks could possibly be shown in game too, either as titles, numbers against names, badges, medals, etc. And of course, we need alliance status messages, for how else are we to organise events, explain changes etc? This is Guild Wars so much more needs to be done for guild and alliance organisation. --Vana Runedottir 02:02, 21 May 2008 (UTC)

they should atleast have a vice leader

Guild Hall Improvements

For GW2 i want guild halls that have more options.

Merchant Advantage. Yes we can buy all of the major crafters and traders, but you get that in just about every friggin town and most of the outposts. How about a materials trader that sold at 5% below and bought at 5% above market. (But you cant trade these materials with a town trader) Makes for better cost for crafting, but won't let you sell or trade them with others, so you cant turn it into a stream of revenue. Otherwise why bother spending the bux to get a Merchant in your guild hall? Prestige, that's OK, but if it had some tangible value.... Perhaps bought on top of the merchant at an additional fee. Guild buys up the percentage. (to a max of %5 or so).
Guild Weaponsmith and Armorer how about letting the guild buy a crafter (skins set by the leader from a selection) that can craft armor/weapons as defined by character level and profession. Not elite Armor, just a predetermined selection from 3 or 4 basic skins all automatically customized and unsellable. The % descrease in price as mentioned above could apply. Making it marginally cheaper for a guildy to get the same armor he could get elsewhere. But the team uniforms could match. (ok, not all that good)
ARTIFACTS Add things to the guild hall (Decor and other things mentioned before in other posts) but what about things that give a bonus to all of your guild members (small increase in health or energy regen or slight increase in damage) To be effective PVE-only. I don't know what that would do to PVP. it could be Quest driven. If members of a guild complete a Master Quest or a series of quests (like the black moa chick scavenger hunt) to build/create/release/steal the magical and ancient sandal of Dwayna for their guild. (this,little known artifact grants Dwayna's Breeze _-1...-100% foot odor for 2...13 Seconds) or whatever.
Displays like the hall of monuments, but for the group. PVP Trophy's would be displayed with the team names for all to see as long as the guild exists. PVE quest rewards displayed similarly. names of guildies who completed the quests on the display. (you can add your name if you finish the quest) This is a source of game longevity as well. you can always add a NPC with a new quest to finish without major expansions, or have new festival theme quests for guilds every year. "How can your all be full? they just added a new quest to rescue the fishmongers wife from the undersea world of the Deep Scales?"
Optional layouts. The theme dictates everything about the hall from size to layout, if we cannot have different sizes. How about different layouts from the same theme. or theme and layout as two separate options?And why not smaller Guild Halls? You could always trade the map to the larger version for 8V8 guild battles. or open other spaces when the guild gets larger than X.
Rooms, People have talked about homes and towns for players. maybe a mid-point would be to have a Room in the guild hall for each player in that guild. One common "Dormitory" door in the guild hall leads into everyones separate room. these could contain many of the features requested in other posts, additional storage, decor etc...

Some great ideas there, I'd like to see a guild storage. One that the members can see but only the officers and leader can take out and put in. That would save the countless number of guild storage characters that have been created. Also, some interective items in the guild hall like a long table and chairs that you can sit at for meetings or just general chit chat. --User:Image:User_Elias_Sig.gif 09:16, 14 May 2008 (BST)

Oh!So smart!My idea is amazing though what if we could design are own guild halls with objects and tools on a GW2 side-site and add it for are use or even save are design to the canthan ambassador for others to use!WE could use trees,water,sky,height,texture,building imports,builing peices and more tools!Oh and dont forget the original halls for people who dont like change.:The Cricket:

Army PvP (Improved)

Armies of about 100 players (100vs100 or more) battle in a large scale battleground to control the most points over a period of time. The map is large(about the same size as an explorable area) and battles last a month. Players can freely join matches at anytime and leave at the same ruling as changing districts in Pve (when there are no enemies nearby) Players basically co operate to capture points on the map in order to score points. These points can be re captured by other teams however. As points get closer to the other faction's war camp the points become harder to defend and enemies spawn nearer them in order to give the game a better balance. The losing team(s) will also be given a buff of faster energy regen as well as other possible things. PvE players could be encouraged to join either by surrounding each battle with a storyline or giving a cash insentive. The real idea is not to have players playing for longer period, it's to have tehm playing more often as they can just jump in, get paid for ighting and jump out.. although it's a little more complex than that. Of course the battle would include Seige weapons and general cool efects to make the match more interesting and strategic and AFKers would be delt with by a timer system and having their accumulated rewards from that session taken from them.

Capping in AB is boring, IMO. Mass teams has been sugested already and near enough promised for GW2 - i do hope they introduce an actual war where once you die, you're dead! Can't respawn. Last man standing so to speak. This way it takes more strategy and organisation. --Dez 20:35, 13 May 2008 (UTC)

See above please. The Cabal Stalk Me! 20:11, 13 May 2008 (UTC)
Having no respawn worked really well in Fire Emblem to create a need for planning and thought, but trying to encourage a similar level tactical play in GW would probably only end in tanking builds and general boredom once noone can die. 71.31.149.63 20:33, 13 May 2008 (UTC)
This is a great idea IMO. I'd love being able to join a massive fight (MM/corpse bomber ftw!!!!) and just leave whenever I need to. --Risus 21:56, 13 May 2008 (UTC)
Having a battle continue for a period beyond the time the game advises you to take a break is probably unwise. People might try to stay on for the whole thing. However a large battle would be interesting although over time a lot of players probably would become away from keyboard, clogging up the battlefied. Pious Grallatorian 17:49, 16 May 2008 (UTC)
yea just think of the lag

I fully support the idea with the exception that it focuses more on fighting so it doesn't end up as a big Alliance Battle

Pious Grallatorian, it should probably be noted that a lot of things in game can take multiple hours...(elite missions with in-experienced teams are just the tip of the iceberg here...) so that' point is kinda irrelivant. I like the idea mentioned before about this taking place in Snake Dance or something =D --Srakin 00:55, 11 July 2008 (UTC)

24 Hour Character recovery

Pretty simple request-24 hour "Graveyard-ish" area, can store one PvE character that's been deleted in the last 24 hours, to help accidental deletions. After 24 areas, the area is cleared, so not to have an essential extra character slot. -Warior Kronos 19:59, 13 May 2008 (UTC)

Good idea, but isn't that why we have to type the person's name that we are going to delete to prevent such accidents? The Cabal Stalk Me! 20:13, 13 May 2008 (UTC)
Evidently some people delete characters while they're drunk :p Friar Khan 20:39, 13 May 2008 (UTC)
Or just when extremely tired--I know that it is possible to simply type the current character's name out of habit... -- Frozzen User:Frozzen 20:40, 13 May 2008 (UTC)
Drunk or tired + guild wars + instinctive typing of character names = deleted monk xD-Warior Kronos 00:22, 15 May 2008 (UTC)

One, who plays video games while they're drunk, two, I think if would be helpful if when you delete a character, all of his/her items are put in storage just in case. Several times I delete a character, forgetting that they have like 15k on them. --higgin3 20:06, 15 May 2008 (UTC)

who plays video games while they're drunk this guy right here :D, but yeah something to tell you that this character as some item and money on them before you delete them would be nice--Metal Sazz 21:36, 15 May 2008 (UTC)

You guys are missing one giant benefit from this. Think about what were to happen if the account was hacked and the person deleted your characters. With this suggestion, you could recover your characters if you were to retrieve your account with help from Anet's customer service. With this in mind, I believe it's best the time you could recover characters be extended, I don't really know how long it takes to recover an account but if the account was hacked while you were away from gaming (unaware of the hack) and don't log in for a few days, I find it best the time you could recover your characters be a bit longer than just 1 day. Verix 16:48, 18 May 2008 (UTC)

Just wanna add this in- Playing GW drunk while drunk in game = Crazy Awesome.

You shouldn't be able to delete a character that has anything not customised on it, to avoid loss of forgotten items. --Vana Runedottir 02:06, 21 May 2008 (UTC)

2 Random Ideas: Snowboard Mounts and Survivor Title Modification

First off I have to apologize for not having time to search through to see if these suggestions have been mentioned before, that said, here goes a couple random and unrelated ideas...

1. Snowboard Mounts I think it'd be a lot of fun if there was a persistent area or two that had temporary mounts that simulated snowboarding/sledding down a mountain. This idea is, of course, very similar to rollerbeetle racing with the proposed differences being: (a) Some snow mounts could be for speed racing (in controlled instanced areas) while others could be for casaul fun/practice or performing tricks (in persistent areas) (b) Greater velocity, greater course size (c) Snow!


2. Survivor Title Modification This is likely to have been mentioned before, but I think if the Survivor title exists in GW2 then only XP from missions and non-repeatable quests should count toward it. In it's present form it's usually mostly just evidence that the character has done a lot of Eye of the North farming. Friar Khan 20:37, 13 May 2008 (UTC)

How it was done before EOTN then? There is always something about survivor, it either too easy or too hard. I would not mind if that title dont return in gw2. I cant help it. I must get it but it slow me down. --Bob 20:54, 13 May 2008 (UTC)


        the snowboard mounts it a good idea. it would add a more 'free' feeling to the game
no... no snowboarding... what would it be like? rollerbeatleracing?... I'll agree to it for festive events... but c'mon guys!Zeph 01:47, 2 June 2008 (UTC)

Customizable Skills

I think an idea for even greater build variaties would be skill customization. You get one per bar, and get a certain number of effectiveness points to use on it. If you open up another menu, it displays effects, energy cost, casting times, recharges, damage increase/base, etc., all at the cost of points. The better you make it the more points it costs. This would make the game very fun and make a skill that suits your needs.

Also, to prevent overpowering skills, make certain recharge limits etc for certain professions. High energy low recharge powerful skills would be exploited on Necromancer equivelents, so make the max energy cost 10 and minimum recharge 7 or something of the sort.

An idea would be: (this is very short, the list would be much longer)

100 Points Left

(use normal GW1 attribute point buttons here)

1/2/3/4/5 Casting Time- 3 sec/2/1/(3/4)/(1/2)

1/1/1/1/5/10/15 Recharge- 60 sec/45/30/20/10/5/1

1/1/1/5/10/15 Energy - 25/15/10/5/1

1/1/1 Range - Touch/Half/Full

5/10/15 Daze- 3/5/10 seconds

1/3/5 Bleeding - 5/10/20 seconds ETC. --Risus 22:06, 13 May 2008 (UTC)

Nicely handled idea, but it's not so well shown here... Just not interesting and probably won't be used, because GW has many great and fun skills made by professional designers, and I hope they will keep it up in GW2. Perhaps, if you give an imagination of this idea in work... Still, great suggestion, but needs alot of thinking around it. Ratys 14:27, 14 May 2008 (UTC)

That would be awesome like every level you go up you would get like 1 or 2 costomiziable skill points and you would already start out with 5.that way if your level 7 you can't have a skill that would destroy a level 21 and the better your level the better your skill which would be a great solution to people having these crazy skills at such low levels so for first he'll have a weak air spike doing a bit of air damage then a couple levels from there he'll get some more points upgrade the damage and stun the enemy for a short period of time and a couple more levels from that hell use more points to make it do more damage stun longer andfrom the it will start to ignore armor more and more every time you upgrade it. also the more upgrades the more it exhausts you but when you maxed out the skill this will be a one time thing you can lower the energy consumption by a couple of points.Also when your done creating your skill there will be an animator button pop up when you click on it it will place you in nowhere land next to an enemy that wont attack and you'll get to put your skill to the test. first you hit the skill button and now you get animating for me i will jump up hit a save move- ment button that is on a tool bar somewhere and then i will pull out a sword press the save movement button next ill move my figure down on the enemy pinning him to to the ground causing a week earthquake ( asuming im at a lower level)and when im done that ill hit the save movement button and somewhere else on a toolbar ill hit a view all movement button showing me all of my ovements in action. finaly ill hit the test skill button and ill test it on a real live enemyif i like it ill save it and if i dont i'll go backand start re-animating it.every time you get more customizable skill points you can start reanimating the skill to change it now that you have more skill points. ps- every time you animate the skill you can only make the character do actions that you purchased with the customizable skill points so you wont be able to make your sword shoot out lightining unless you bought that- cabbagepatchman (it might be 1 be or 2 b's in cabbage i dont know the only reason im writing this is cus i wasnt signed in when i wrote this)

How about

Forget making GW2 a free WoW, and actually make it Guild Wars. 80.193.1.106 23:31, 13 May 2008 (UTC)

Thank you!!!
Noone is going to make GW2 a free WoW! It's just a silly thought of those who fear applying any changes - but we don't want GW2 be the exact clone of GW1, huh? As already said, some radical changes will be applied, but they don't scrap anything we like GW for. And many "minor" changes that follow not needed to play concept, so if you want - you use them, if you don't - you aren't forced. Man, how tired I am of saying that hundreds of times... Pretty pointless "suggestion" Ratys 14:33, 14 May 2008 (UTC)
Let's see... higher level cap, normal maps not being instanced, instances for missions and 'dungeons', worldwide PvP... Sounds a little too like WoW for my liking. Napalm Flame 21:32, 14 May 2008 (UTC)

--90.199.200.103 15:24, 20 May 2008 (UTC) how about new elite forms like what the dervish have, but have them different ones on each profession that are non attribute skills like eg shadow form [assain], undead form, vampire form [necroomancer] hero form, heavy armoured form [warrior] spirt form [ritualist] light form [monk] lots of different beast forms rangers, illusion form [mesmer]fire,ice,lighting form [elementalist]angel form[paragon] and reaper form[dervish] all of these are on u all the time changeing ur look and strenghing ur skills or perment speed up,chance missing attacks or spells, armour and weaking you to certain types attacks or or skills or slowing you down. and haveing male or female forms of them for male or female players --90.199.200.103 15:25, 20 May 2008 (UTC)

no forms... this is going to be GW! it better be GW! if it doesn't boast of the same environment, where you actually have to plan certain elements, there are no uber skills, it is GW! the best MMORPG EVER CREATED! do not stray soo much from this. btw... no forms... that will go too close to the Uber skills GW is known for irradicating... and how would the dervish be special... what? would there be normal skills, elite skills, then... I dunno... an uber skill, an uber form skill, some spell that somehow blows up the computer, one that gives the player a migrane from the flashing lights, and then one that makes all of them turn into little pink flying monkeys for boys and green bunnies for girls that fly into a pen that resembles the chao garden from sonic?Zeph 01:54, 2 June 2008 (UTC)
I bought GW recently and i don't see anything wrong on it. Well except maybe the music. The thing with GW is that it's a unique game. I can play it as a typical RPG alone, or i can team up with friends/guildies and go explore out there. I had played quite some MMOs for some time (Rubies of Eventide for 2 years, Dofus for 6 months, WoW for another 2 years) and what makes GW unique and more fun for me is that the world out there is instanced. I don't have to fight with other people to get a quest done or get some nice drop. I think it's wiser for ArenaNet to satisfy its existing customer base, than trying to compete with other MMO titles which pretty much sum up to grinding/no main storyline/competitive gameplay. So they should focus on their unique features like instanced world, no grinding, cooperative gameplay, balance between a linear/branching main storyline and nonlinear side quests. They could update the graphics/game engine though to keep it up with other MMOs. Music needs some work anyway (and inspiration/theme). The interface could use some work too in order to provide more info to the player and become more usable/newbie friendly, maybe. Another idea is to let the interface be modable. Also some naming conventions could become more user-friendly like insignia/rune/weapon upgrade/armor upgrade etc etc. At some point, being a newbie, i got really confused about all this terminology GW uses. Nothing needs to be dumbed down though - and it shouldn't. Just choose better words for some things and maybe include some of these things in the tutorial. Or some advanced tutorial you get to do later in the game at lvl 5 or something.

I have to agree about lvl cap staying the same. the whole point of GW is that there are a billion things, like the many title trackes and prestige armour, to spend ages maxing out. Don't make leveling one too! Maybe a lvl 30 cap, but 40 should be the absolute max, and inf levelling, even if the benefits decreased, would ruin the game by making it a constant fight for higher lvls. We have title tracks etc. to fight for, we don't need infinity leveling. - Michael, 22:41, 11/06/08

Players ratings, players histories, and/or other ways for players to evaluate each other

The general idea I have in mind when writing this is to give players ways to quickly get an idea of how other players will act, what they are like, etc. before joining a group, or right after joining a group, to help avoid pains in the rear, see if someone is at least friendly and likely to play o.k., see some player skill, etc. Since there are a lot of players in the game that people will likely see only once or maybe twice, friends lists and ignore lists seem a bit limited in terms of finding good players to play with, and avoiding worse ones.

Some ideas for this (meant more as example ideas than something to actually include):

-Save all chats from the last, say, day of played time in groups.

-Save a completion/non-completion record on characters, along with time played. (Time played is included to allow people to make the "new vs. noob" type distinction).

-Have players evaluate other players after a group. (This would take some time, of course, but if done right the evaluations would tell other people about how the player acted.) Older evaluations would slowly decay to neutral, so that if someone changed a play style they would not get stuck with an old one.

-Record things like damage prevented, damage dealt, interrupt percent, etc. (again, probably with played time). This is probably the weakest one, since it doesn't cover a lot of team work skills that are quite important, but it does provide some sort of way for players to evaluate each other, and possibly make personal improvements.

In general, though, the suggestion is for ways to make it easier to group with players that someone will want to group with, without having ot personally know the other players.Tambora 23:45, 13 May 2008 (UTC)

Some ideas are just great, like player's favorite play style indication. But others are partially an invasion of privacy and will cause a lot of player blaming or other such things. Like, "your profile says that youre total noob on interruptions and have crappy survivality so we wont accept you" and so on and so on... Maybe it's just a misunderstanding, explain better then. Ratys 14:42, 14 May 2008 (UTC)
I agree with Ratys, it would lead to player discrimination because Mr. X's profile says: "he doesn't cause much damage", "he doesn't heal party members much" etc. If it is looked at well by developers, it would be a great feature that I would greatly enjoy, for self-evaluation and avoiding leechers and such. Rip Attitude 78.25.240.129 15:08, 14 May 2008 (UTC)
I would like to have something like Tambora described, but only in fixed situations like missions & tactical PvP. I don't think it would be that hard to code as these features already have an obeserver mode in GW1. This would help in recruiting (pug then invite) and in keeping up with meta - a quick statistical overview can cut down the time needed for tracking individuals in observer mode to see how good they've been against an oposing team.. and yeah I'd like to have statistics about the other team - maybe not as detailed. SamoK 07:47, 12 June 2008 (UTC)

Fire! It Burns!

I was thinking it would be interesting to have Fire as a targetable environmental effect that can grow. I sorta 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. Patrickvp 23:56, 13 May 2008 (UTC)patrickvp

So basically, fire elementalists get a skill that creates a wall of flames. Nah. Napalm Flame 12:14, 14 May 2008 (UTC)
Who is to say it couldn't be used for quests and such? Perhaps it just wouldn't be good in player hands. Image:UserDrago-sig.gif Drago 13:20, 14 May 2008 (UTC)
You can simply add same effects to anything to balance this. Like sharp crystal shards out of the ground for some earth magic, damn strong chain lightning breakout that can harm everything for air. Or other professions - plague-like thing for necros that corrupts land you standing on or a powerful summon that is hostile for everyone... Make magic dangerous! But those effects have to be easy to get rid of - fires easy to extinguish, plague easy to banish, to prevent really tough disbalance. Think of ele placing a crystal wall behind his party so hinder raging monsters they are being chased by? Or a nec making plague ring around him to win a few seconds for a selfheal after deciding being plagued rather than torn to pieces by some critter ^^ Makes players think more about how to use advantages and disadvantages of situations and skills properly, and that's really interesting. This idea needs alot of work to be viable, though. Ratys 15:07, 14 May 2008 (UTC)
I'm not sure about it being a skill for players. As an example, I was specifically thinking of something like a fortress siege, with the enemy hurling fireballs into the city. The fireballs could catch certain areas on fire, and the people inside the fort would have to deal with it somehow. For player use, yeah, a skill probably wouldn't be a good idea, but maybe there would be an object you could carry and drop that would start fires. Of course, this begs the whole question of why a fire Ele's spells WOULDN'T catch everything on fire (besides the obvious reason that it would be overpowered chaos). Patrickvp 17:47, 14 May 2008 (UTC)patrickvp

i have a toataly random idea but a pyromancer should have a buff skill so he can be on fire but not burnt by it like jonny storm from fantastic 4~~GAZZ3R~~

Reminds me of an idea I had for Elementalist form skills, one for each element. Form of Fire, Form of Earth, etc. Not sure what the effects would be, but buffs along the same lines as the Dervish forms but in flavour with that element seems fitting. --Valentein 00:17, 15 May 2008 (UTC)
I think we have these skills but not the animation to go with it. The first suggestion sounds like Bed of Coals with harm allies, increased duration and a chance for a Water Elementalist to extinguish it with say Deep Freeze. I think Crystal Wave is mentioned next with a jade wind effect, buffed animation for Arc Lightning or Lightning Surge, parasites for Death Nova, Tainted Flesh plague rings and so on. I think that the Honeycomb drop effect that can be used by anyone or urn drop effect say Destructive Was Glaive was referred to later on the 14th of May combined with catapults found in Ascalon. The latest idea sounds like Burning Speed without Spontaneous Human Combustion. The Form of Fire could be Flame Djinn's Haste, Form of Earth could be Obsidian Flesh, Form of Air could be Storm Djinn's Haste and the Form of Water could be Mist Form. I don't mean to give a condiscending tone, the GW team liked them enough to put them in the game and I like using them too. I think that the problem of animation for now over a thousand skills for GW1 is the main reason for them not being in the game, compatability between DX8 and DX9 video engines being another, hard disk space being another.
I think that enhanced animations for skills could be a feature accessible to owners of higher end machines as a bonus pack or in Collector Editions if synchronisation was an issue, development time is definately a big one but it could be downloadable as skill balance updates were made available. The animations would have to take the same time to go through as the generic version but as DX9C is the base version of GW2 (long live Windows XP) the overall artwork quality will not be in question. I hope that the Development team can successfully make DX10 features not run like a pig compared to DX9C versions without crippling DX9 like current developers are for Vista fanboys. --Don Knowall 18:22, 18 May 2008 (UTC)

I think that fire should spread kinda like how you stand to close to certain Titans

Tailoring collectable armor drops...

I think an interesting alternative to buying armor would be to be able to customize a dropped enemy armor for yourself. For example, say you kill a Charr, and he drops a chunk of armor. You could take that armor to an armorer and he could create a version of that armor piece for your character. Or maybe only bosses would drop special armors chunks, and they could be very rare. I suppose it would be similar to how hero armor can be upgraded with armor remnants, but this would be for your character, and it should only be one piece at a time. In any case, adding a "scavenger" element to building armor might be fun (and could create a whole new market for rare armors). Patrickvp 00:09, 14 May 2008 (UTC)patrickvp

Somewhat good idea, synergy with many things suggested. Say you also need to bring additional materials and a chunk of gold for that crafter to do the work. Ratys 15:13, 14 May 2008 (UTC)
I suppose, being an armor that a baddie drops, perhaps it could be randomly damaged (I mean, you have been hacking away at him), and depending how damaged it is, the more crafting materials you would need to help get it for your character. This could add an extra unexpected element to armor collecting, at least until everyone has stacks of all the materials at hand... Patrickvp 07:01, 16 May 2008 (UTC)patrickvp
"Hit him soft, I want his armor and I don't want to fix it from scraps!" hahahahaha ^^ Ratys 20:23, 17 May 2008 (UTC)
Heh, let the Mesmers crush his mind from the inside. I want his helmet.Patrickvp 00:52, 20 May 2008 (UTC)patrickvp

ROBES!!!=

Freaking "A**" man!!!! i want a freaking robe on my mage not some dumb skirt or skin tight shirt! and totally make ele skills look better, they are wayyyyyyy lame. =D

u could also implement the capes to look bigger, my derv looks like e tied a homemade tablecloth around his neck.-Shanghi Ranga
A robe would be amazing..for all proffessions. -- Silverleaf Image:User Silverleaf sig.png 08:35, 14 May 2008 (UTC)
Yes, there is defenitely a need in new armor/shades skins for everything, including guild cape... And, it have been suggested somewhere to add an ability to make more symbols of representation for your guild and titles even, like an emblem printed on your shield. Ratys 15:19, 14 May 2008 (UTC)

i agree...robes and longer capes

Guild Robes? -- Silverleaf Image:User Silverleaf sig.png 16:20, 14 May 2008 (UTC)
The idea of longer capes im totally for they are way to small now maybe another idea is to make a weapon crafter or so in the guild where you can craft special shields and weapons with a special symbol of your guild on which the guild leader can change--Prince Grazel 19:35, 14 May 2008 (UTC)
How about Guild cloaks and tabards? so you could wear a cloak for say elementalist, a long cape for derv and a tabards for warrior. but like you would get a choice about which one you wanted to wear. Another thing, i like my guild and all but i hate my cape. i would really appreciate the ability to design my own cape/tabard/cloak/robe. not some crappy rag made by some teenager.
The capes definetly need to be longer. King Keberos. 16:52, 14 May 2008 (-4 UTC)
ugh... robes... nuff said
IIRC, one of the BMP charachters had a long cape, and it looked pretty cool. 71.31.157.150 20:06, 16 May 2008 (UTC)

I've always liked the size of Prince Rurik's cape, it would be nice if they added a numerous amount of size options ranging from the current smallest to a new large in the future. Verix 16:30, 18 May 2008 (UTC)

i like the idea of capes im kinda thinking like on Lord of the Rings (which i am watching now btw!) when Frodo and his cronies reach Bree in the first movie and Aragorn is sitting in the corner all creppy like with a hood cover his face and giving him a very mysterious air about him! i think it would be very cool for me to be able to customize my character like that no matter the class! this also gives the game more of a world like feel also it could be used for RPing which i dont do but somone has to think about them!~RedRabbit

Scrap world PvP

Keep PvE and PvP separate, us PvPers in GW are sick of PvE scrubs in our PvP, so why the hell are you supporting these PvE tank scrubs in our RA/TA? Napalm Flame 12:09, 14 May 2008 (UTC)

World PvP isn't such structured PvP like RA or TA, and will partially drag the "tank scrubs" out from arenas, so you need to pray for it rather than blaming. Ratys 15:22, 14 May 2008 (UTC)
Yeah, but we get this shit instead of arenas. Napalm Flame 21:29, 14 May 2008 (UTC)

world pvp will be there anyway, and it will be nice why would you want a lame pvp character anyway?

Scrap the PvP only character only insted. Have the PvP scrubs work thru the story line so they stop complaining about PvE scrubs doing PvP too. --Some PVE scrubs that also like PvP
PvP scrubs? Hah, you're pretty fucking fail, aren't you. Napalm Flame 21:29, 14 May 2008 (UTC)

(do not use foul language it isnt needed or tolerated)4.71.197.250 15:15, 17 May 2008 (UTC)

Blow it out yer ass, I want my profanity LOUD AND PROUD! FUCK YOU, GOOD SIR! =] Owut 18:31, 22 May 2008 (UTC)

Just to close this, PvP characters aren't lame, they mean you don't have to play a dhitty, repetitive, boring storyline against even more fail, shitty, boring mob AI for fucking ages in order to get a weapon or a certain inscription for your PvP weapon, then farm gold for armor and runes for PvP, repeat about a HUNDRED fucking times for your various (and in my case NUMEROUS) weapon sets, and then do that some more for more armor and runes. I don't want to spend a fucking month in order to GvG as a different profession, or just to play a different profession in PvP.

As for world PvP instead of arenas, since we aren't actually going to get arenas, there's going to be even MORE shitty tank noobs. And before you say 'Go to TA', The only GOOD thing about RA is that you don't have to get friends who are actually decent in order to stand a chance against decent organised teams, since everyone in RA is random, and almost guaranteed to be shit, so it's shit vs shit. As almost every person you see standing about in TA is also about as thick as a redwood tree's trunk and is about as powerful as an aloe seed, I'd like to see someone try to get together a bunch of people from there to go up against vD when they are in TA. Napalm Flame 21:39, 14 May 2008 (UTC)

I have to ask, do you actually know that "we aren't actually going to get arenas" and other things you assert that you know about Guild Wars 2? -- Frozzen User:Frozzen 21:51, 14 May 2008 (UTC)
Elitist attitude...PvE hater...sounds like an IWAY elitist fame farmer to me...-Warior Kronos 00:25, 15 May 2008 (UTC)
Yeah, too right, except IWAY sux and so does HA. GvG ftw. Owut 21:13, 15 May 2008 (UTC)

Napalm Flame do you realize that the main pvp in gw2 will be separate from pve and the current pvp style we have now where most or all pvp spell attributes are going to be separate from pve and specialized for pvp like flame in pve does 8 damage and 5 recharge and 6 cooldown in pvp it may do 12 damage with 6 recharge and 3 cooldown also there are going to be lots more specialized pvp areas like arenas etc and as for world pvp its the middle ground if you choose it to be so if you dislike the middle then just stick to the special pvp areas that are like a special gw pvp version with different atribs etc so to say.122.109.43.82 10:47, 16 May 2008 (UTC)

They haven't said that, afaik they were doing away with arenas, and just keeping structured PvP (GvG in other words). Give me a citation to what you said then, or I'll eat my words and blow them out my ass if I'm wrong. Owut 18:38, 22 May 2008 (UTC)
Well as per the latest update they are already starting to move to 2 skill sets in the current game as a pve version and a pvp one and more pvp only arenas etc well we know its going to happen anyway so there you go. 122.109.252.43 12:41, 23 May 2008 (UTC)
in Cantha, the successor of emperor Kisu defeated the Kurzick and Luxon factions and reunited Cantha under one banner.
->World PvP is the new AB

Make crafting less awkward by making prices material-inclusive, with discounts for providing material

Rather than needing to provide crafting material for an armour/weapon crafter, have it that, by providing them with materials, the crafter gives you a discount on the item. The more materials you give them, the less gold you have to spend.

Basicly you ask to raise price of crafting by adding the cost of material and add a system that auto sell your materal? I am not sure of what is more awkward. --Bob 17:39, 14 May 2008 (UTC)

Think about it! If you got the money but no materials, it just saves you having to go and buy them off the trader first. It's just convenient. PLUS the crafter would be getting his materials directly form the trader, right? So, you'd be saving him money, so he doesn't have to buy a a whole pile of Leather Squares to make your armour!

Now That would be awkward, very awkward. The crafting price display would need to be much more complicated - to show what is the price reduction for every kind of material. Also remember that material prices aren't fixed - they fluctuate based on supply and demand, so the total crafting price would have to be fluctuating aswell. And no, the total crafting price can't be fixed, because with changing material prices it could lead to absurd situations like the total cost getting reduced to zero. Or if the reductions were also fixed it could only hurt the materials market, stopping materials from getting higher prices than what's the fixed price reduction. The way crafting is now works perfectly fine and is very simple, no need to change it to something unnecessarily complicated and worse overall. Yawg 12:00, 27 May 2008 (UTC)

Oh, one minor thing...

If you're going to bring back (Spirit of) Conflagration (converts arrows to fire damage), I reckon "Fire Season" is a better name, because, after all, it's the time when dry wood catches fire.

Jumping

I understand that GW2 will have jumping. In some games like Wow and even some fps like Unreal when players have the option to jump in PVP they will just jump non stop to avoid damage. I just feel like this overused tactic is not only cheezy boring and headache inducing but also make the battles seem super unrealistic. My suggestion is to have a jumping system akin to the Zelda games where the hero will jump when he has to. Whatever it is you do just don't allow jump spam.

Or, like i remember mentioned above, a stamina bar that deplets gradually with each jump and that takes some time to regen. Or maybe the only way to regenerate it would be to find a certain environment item, along the lines of a "healing spring" for stamina. Rip Attitude 78.25.240.129 15:18, 14 May 2008 (UTC)
You can stop jump spam by making jumps to "cast" and "reload" hell slow (for real life), say like 5 seconds before your character can jump again while fighting? Or make a penalty like energy depleting while jumping (instead of stamina bar idea) - that will make jumping more than unpleasant ;) Jumps are meant to get over enviromental obstacles, and when it comes to move over those you're usually finished the fight, so not much disbalance caused. Ratys 15:35, 14 May 2008 (UTC)
Jumping allow to dodge in shooter because of it physics. If jumping do not affect speed in the ground plane then it wont change anything. One would just lock on target and attack/cast. Jumping all the time is visualy anoying, but soon or later they will realise it not helping. If it has to be limited, i prefere a stamina bar over skill-like recharge. Running consume stamina, jumping consume more. In Ra-like palce, this would also stop runner that never give up. --Bob 17:30, 14 May 2008 (UTC)
Man, say something on energy bar instead of stamina? Sounds more GW-ish, and kinda balancing. Ratys 17:40, 14 May 2008 (UTC)
Depleating energy for running? That just worng, stamina bar is better. And if adrenaline stay in gw2 why not also add a adrenaline bar too. --Bob 17:54, 14 May 2008 (UTC)
Thats a whole lotta bars @_@ How about a nice skill for assasins and rangers and all other athletic classes where you can increse stamina, or even a Acrobatics skill like in TES4 Oblivion!! that would be sweet! where you can flip away from an attacker, shadowstep back in, spike him for 400 dmg and its ovah!!
Quoting myself from some post before: Imagine: | cost: -4 energy regeneration | recharge: 0s | cast: 0s | Stance. While you maintain this stance, you move 33% faster. Ends if you stop or if your energy drops to 0. Exact implementing can be: you always run at normal speed, have "walk" button that can be pinned to "always walk", and you have this like skill. OR just another button with exact function instead of skill? It's just a suggestion, and I would like to see that everyone understands everything about it before saying "no", don't think I'm nasty ^^
Idea of yours is nice too, I have nothing against it. Ratys 15:38, 15 May 2008 (UTC)

I'd like to see things like double jumps or wall jumps Rebirthofdragon 15:34, 15 May 2008 (UTC)

GW2 != SSB, Metroid, Mario or the like. While those are awesome games, they are completely different styles, and similar mechanics just wouldn't fit in a GW style game. I imagine that jumping at all in some armor would be incredibly difficult, and wall jumping completely impossible. Can you imagine someone wearing armor like W/ Primeval armor jumping off a wall?
Actually, there were knights in medieval times that could actually do cartwheels, and jump onto a hose in full set of iron platearmor. - Reubs.

71.31.149.63 19:28, 15 May 2008 (UTC)

I'm not a huge fan of double jumping (as previously said, there's Metroid for that), but I think double-jumping would look/feel more appropriate for some classes compared to others. E.g. Assassins could double-jump quite believably.Friar Khan 19:30, 16 May 2008 (UTC)
I think it should not be too hard for them to make sure that there is no real tactical advantage in constantly jumping. Halo did it by making the jump slow, so it was easy for people to track and ended up just getting you killed. Another option would be to keep the target lock we have, so that the players basically don't miss, and especially not with spells, unless there's a pretty extreme difference in position, like with longbows or flatbows on moving targets that are far away.
Oh, and no doublejump, that's just a crappy way of adding difficulty to a game. (Satanael 08:01, 16 May 2008 (UTC))
It would be ridiculous if char were able to make 2 meters jumps, like in some other games. The other problem is that if jumping is really usefull to avoid damages, you would be even more disabled when you lag--90.40.122.177 13:21, 20 May 2008 (UTC)
But, they may also make skill that send someone flying out of the air to the ground after they jump. or ele skils that prevent someone from jumping for a period of time. 'lay adhesive' 62.153.212.94 15:13, 26 May 2008 (UTC)kildo

Simple Government (united guilds) and conquering cities, tax, trade between cities.

Guilds should have their own role like merchant guild, mercenary guilds, mining guilds, hunters guilds. For example, mining guilds and hunting guild collect resources to make items. Merchat guilds or governmets buy resources or items and carry them(trade) to other cities hiring mercenaries from mecenary guilds to protect the supplements from monster tribes, enemy guilds or thief guilds. Guilds should be able to organize a government and the government take taxes from every trades in its own cities. To make more profits and to secure resources, a government should be able to try expand its area by conquering other cities. --Evian2389 11:22, 15 May 2008 (UTC)

Monster tribes have their own bases and they try to expand their areas by sending their army and attacking players and cities. Guilds can cooperate to destroy monster tribes' bases. It's going to be good events and destroy the invisible wall between low level area and high level area. Sometimes there are abandoned areas where 'nothing to do' but with this idea you can remove it. --Evian2389 11:21, 15 May 2008 (UTC)


I Like this idea a lot but to grant every guild a city thats kinda crazy maybe that they have to buy the city's that already exist for a minimum of 100 platinum and you can add money to your invested money in the city so no other guild can buy it from you
Little example: Guild(A)invests 100 pl in city(1) and another 50 the next day
Guild(B)also invests some money(120pl) in (1)but that isn't higher then the total investements of the guild that owns the city so A still ownz 1
the next day B invests an extra 50 pl that makes their total 170 so now B ownz the city instead of A but A wants their city back so invest another 50 platinum now they got a total investment of 200 and they are the ownerz of that city again

but a guild can only invest an extra ...pl every ...day(s)

and about those mining and hunting guild thats kinda cool maybe guilds could own explorable areas too and if there is a mine in their EA they can hire some miners and can also work in it yourself--Prince Grazel 19:46, 14 May 2008 (UTC)
I don't think the tax concept would be a good idea. Everyone would just go to buy or sell to the merchents in their Guild Halls instead. Nor do I like the idea of Monster Tribes. If they could destroy level barriers, new players would keep dying and quit Guild Wars. King Keberos 16:44, 14 May 2008 (-4 UTC)
What if you simply made Guild Halls into cities on isles somewhere, with palaces that only guild members can enter. It would remove "cheap" cities and promote trade. If the world PvP system could extend a branch out to this idea, and do a remake of the Alliance battlegrounds with this (with unique cites. of course) then it would give a meaningful (money!!) and challenging purpose to fighting out in the mists.
sorry forgot to sign 70.144.79.213 21:20, 14 May 2008 (UTC)The Whispering Pine
P.S. Guild officers and leaders could be the "council" of the cities.
Interesting concept and it would also be cool if the Guild Leader and Officers could purchace or build Inns or Taverns or something abd the visitors to the city could buy ale there for their Drunkard title if they put it in Guild Wars two and the Guild who owns the island would get a percent of the profit per drink bought. The same thing with merchents and traders. That way the guild would still be able to get money off what they invested into the Guild Hall. King Keberos 22:56, 14 May, 2008 (-4 UTC)

Winning ownership of cities should not just be by simple faction and random assignment, but should involve more player choices. Alliances with enough points should be able to revolt against the existing owners to take control of a city, or to vote in new owners. In order to make that more interesting, the owners of the city should be able to change variable merchant prices there, or charge admittance fees, and funds raised would go towards paying the NPC guards of the city, who defend against revolts if they're happy and fight against the owners if they're not.--Vana Runedottir 03:13, 21 May 2008 (UTC)

NOOOOOOOOO! TAXES???

New Class - Pankratiast - Hand to Hand MARTIAL ARTIST

New class that deals damage by hand to hand combat. Instead of adrenaline the Pankratiast uses CH'I energy for attacks and skills. Why is the martial artist unique? He can chain multiple skills for one attack; different Skill combinations on your skill bar create different results. So you could have the same skills in your skill bar as another Martial artists but the ORDER of those skills determine the outcome of the attack or skill. Also the amount of Ch'i you have stored the more powerful your attack. Just gotta make sure armor does not look like Karate kid PJ's.

Cause at the end of a long day sitting in a stuffy office or class room, nothing feels better than punching or kicking someone in the face!

--Megaton Mung 20:08, 14 May 2008 (UTC)

They already have Brass Knuckles in Guild Wars 1 but yea, I would like to be able to fight without a weapon sometimes. King Keberos. 17:03, 14 May 2008 (-4 UTC)
Unarmed combat was suggested way back for gw1 i think. Unarmed combat is a must for gw2. More then one profession should have buff that grant bonus to attack when no weapon is use. Like a Smiting hand enchantement, Splinter nail weapon spell or Block stance. They can be very powerful because the player would not benifit from the weapon mod. --Bob 23:03, 14 May 2008 (UTC)

Um, skill chaining exists in current guild wars, just saying because it doesn't seem like you've noticed... --higgin3 20:08, 15 May 2008 (UTC)

umm....i hate the idea of being unarmed. think about it, it wierd if u had a guy with no weapon fighting a guy with a sword (face to face), u would kind of expect the armedless guy to be choped into shreds. so wat would be realistic is to give this profession a stick/ rod. kind of like jackie chan. the ravfour 78
I like the concept, but I think it should be incorporated into the warrior and assassin professions. -- Gordon Ecker 21:31, 16 May 2008 (UTC)
I like the idea. However, i think maybe not having a weapon would be an unfair cost advantage. Maybe a monk-like robe but warrior-like gauntlets. And instead of chain attacks, how about being like an offensive mesmer, but melee style- you know, responding to attacks only, not starting them. Like, 'if opponent activates an attack skill, skill is blocked, and this does 5...35 damage and knocks down opponent', or something to that extent.
Yes I would love a martial artist... but none of this CH'I garbage. If it is added it better not have that Naruto fighting stuff. I say that they have forms, like true martial arts. they have specific chains that count as one move. like move A=two punches and a kick. pre-programmed and programmable moves could be made like this. also if this is added, pressure points for critical hits might be desired... but do not go to chakra or chi or whatever... stick to a proper fighting style!Zeph 22:23, 1 June 2008 (UTC)


(First Time Poster) I like this idea too. I come from Ragnarok. They have monks in there. But they aren't priests. They are ass kicking Sohei (Warrior monks). Just like Shaolin Monks. They are hand to hand fighters. I want something like that to be brought in. What's the point of the monks dance and flex showing their obvious physical prowess when all they do is stand in the back and blast people with energy balls? Well, they had that in RO too. But, that was a badass move. But, I want my monk to be a more of a fighter than a priest. AnubisTheMonk 08:58, 30 May 2008 (UTC) (Hope I got that right)

Dudes I got it! He can learn differnet styles depending on the monsters hes killed. Instead of Monkey or crane style in kung fu you can learn TENGU STYLE or Naga Fist!

--Megaton Mung 21:55, 17 June 2008 (UTC)

Guild Halls.

I heard they might put in costomisable Guild Halls in Guild Wars 2. If this is so then it would be cool if you could buy land in the Mists by making donations to the gods so you can expand your Guild Hall. Then buy materials like wood plants, granite slabs or other materials to make bricks and stuff to build things in your Guild Hall. It would be awesome to build a tower out of Obsidian Shards or make a castle from Granite Slabs. King Keberos. 17:03, 14 May 2008 (-4 UTC)

If you could, would you please keep the font the usual way it is. Anyways, I think that this would be cool as well since having the same preset guild halls are kinda lame. However, this could mess up GvG, I think, but since I don't play it I really don't know if it does. The Cabal Stalk Me! 20:20, 15 May 2008 (UTC)
It Would mess up GvG however you could set GvG up as a Siege kindof thing. It would be awsome to have my guild like a city. You could also give them differents styles eg. cities, villages, etc. - Shanghi Ranga

Maybe if each guild controlled a village to start off with. U then taxed the few people there and started using materials to build say a town hall. After a time more and more people come in your guild your village will expand opneing up more consturction options for example a guild bank, castle, moat. then when it comes to GvG why not fight outside the castle on a battelfield between two outposts or something

My Idea's for GW2 pets.

I have a few ideas for the pets in GW2

Idea 1: Pet Skills

Every different pet has different skill's and profession Like Ne Type of Bear or Wolf would be a warrior A moa Would be a Ele Or monk.. a raven would be a necro so on and so froth

and they all have there on set of skills Like bears and Wolfs would be warriors but they both have different skills that you have to unlock by doing quest and talking to pet trainers

Kinda like A Bear would have A Bear Swipe and a Wolf would have a Wolf Swipe Of crouse a bears would be more powerfull but the wolfs could have armor Pen or some thing.

    -what if you want a pet not in your profession

Idea 2: Pet Armor


I look at Me and my sweet armor then i look at my pet and think. i wish he had cool armor like me..

So have cool pet armor Of course some pets cant wear armor such as a eagle or crab

but a lot of pets can.. such as bear wolf tiger worthog lion

and you can upgrade the armor with runes and such.


Idea 3:Pet Design

Just little things Like what color your pet is Maybe Brand your pet with a design that you make.

and put little things like metal tips on there claws

but that maybe a little to much. and some people would get offend


Idea 4:Pet Magic..

Well Some pets such as bears and wolfs would be like a tank

but others Like moa's and ravens could have magic.

take them to a pet trainer and either have a cool quest or pay him to give your pet magical skills

i just think it would be cool to see your Moa bird Spit out fire Or a raven have some sort of shadow blast..



Idea 5: A Pet Masters Death

ok Let say i die and my pet dont

i think if i die my pet should have some kinda buff where he gets 10+ armor 50+hp plus 10+ energy 5+ damage with every hit

so if your in a tuff battle and you die your pet can take over.. and help who ever you are playing with


This is my first post Tell me what you think!!!

Well about the pet buff, that seems kind of....rigged, because the pet isn't supposed to be a whole nother person, just a companion who can kind of help --higgin3 20:10, 15 May 2008 (UTC)

Add new suggestions to the bottom of the page please. (Unless you have some time machine. :D) Sounds like some good ideas, except for some of the ones that sound kinda like WoW... The Cabal Stalk Me! 20:16, 15 May 2008 (UTC)

Armor Dye

i think it would be cool to be able to better customize your armor by being able to dye more then one part of a given piece of armor. so like with the Dervish Primeval, dye would effect it how it normally does but you can also dye another part of the armor as well, like say the brown leathery looking part on the shoulders and waist. you could dye those a different color as well. this would make armor more different from person to person. so not every dervish looks the same when they dye there armor black. and also, you should be able to put designs on your armor similar to that of the cape. this is my first post. --97.90.224.38 00:08, 15 May 2008 (UTC)

This already has been suggested; greately appriciated option anyways. Ratys 15:18, 15 May 2008 (UTC)

Auction House

GW2 need an auction house because i am tierd of hearing WTB WTB WTB WTS WTS WTS WTB WTB WTB and that i cant find anything I am looking for. and with an aution house I could find what I was looking for and it would also save players ALOT of time. The preceding unsigned comment was added by 98.202.74.82 (talk • contribs) at 00:40, May 15, 2008 (UTC).

gratz you are the 50th person to say that -_-

And the 273rd to suggest using something from WoW in GW. 71.31.149.63 19:34, 15 May 2008 (UTC)
What's wrong with that? Just because "it's from WoW" doesn't make it a bad idea.

Who cares if they did it in WoW? FFXI has it, but who cares? It's a good idea. In WoW you kill monsters. Does that mean that we shouldn't kill monsters because that's what you do in WoW (not to mention EVERY other game)?

You could also just click the dialog button and uncheck the "Trade" checkbox and all those annoying messages go bye-bye. Turning the Trade dialog back on will show you the missed trade messages. Q.E.D.
But actually, the OP makes for a good point. The current trading system spreads the buyers and sellers across the whole world, making it difficult to find something in particular (specially in a high-trade hub with lots of wtb/wts and no way to filter them if you are just buying, by example). Having a centralized market zone (be it as WoW, EQ, RS, or any other game out there) allows not only to keep most of the trading spam to one zone only, but also allows users to buy and sell their items in a more efficient way. I mean, even the Asuran Krewe in Arbor Bay agree with me :).--Fighterdoken 21:25, 15 May 2008 (UTC)
I would prefer to have a system where you state a price for something, leave it in your chest and see it sells rather than an auction. This way buyers could browse and buy while the seller is offline and all you'd see is the item and the price wanted. You would only be able to sell so many things at a time, maybe increasing the amount you can offer by completing quests or by paying more gold. Tools to allow you to search for the price range for the item you're interested in would work well with this approach. Pious Grallatorian 18:02, 16 May 2008 (UTC)
I think NCSOFT should have a little chat with Jagex, the company that runs Runescape. they might get some usefull ideas from Jagex and make guild Wars a little bit better. -LU SEN
I didn't say that being from WoW was bad, or that this idea was bad, I was just commenting on how often suggestions that come from WoW appear. 71.31.157.150 20:02, 16 May 2008 (UTC)
I think the Grand Exchanger (or however you spell it) in RS works something like that. Also, the Bazaar in EQ1 allowed users to place items in their inventory, set a price, and leave to the buyers will who and what price they wanted to pay for their items. I am sure Anet could improve such market systems by making changes like off-line trading, anonymous sales, etc.--Fighterdoken 21:55, 16 May 2008 (UTC)
This would be a great addition to the game and should be defiantly implemented. I want to play guild wars not market wars, also who ever said a auction house was from WoW needs to do some research, many of the Asian Mmo's had this implemented well before Wow came around. Juraigamer 16:34, 17 May 2008 (UTC)


I have heard this suggestion tons of times before and I believe there really should be an Auction House type of thing. The best suggestion I've heard so far is actually something that exists in RS known as The Grand Exchange. From what I heard of the details of how it works, seems perfect to make things convenient for traders and could stop a lot of scams. Verix 16:14, 18 May 2008 (UTC)

Guild Wars def needs a auction house. Possibly taking a look at Final fantasy 11's auction house would be a good idea. The system was extremly easy to use, though complex enough to have a slot for every item in the game with past selling prices so you can see the market flunctuate and be able to choose a good price to sell your items for. If you see that the last Fell Blade sold for however much, then you would sell it around that price. This would help alot with players who have no idea what an item is worth.

Finishers!

Plain and simple, animate the characters action physically (non-gory) when slaying an opponent. Something I think it would bring a 'killbuzz' to all players pvp/pve! When hitting an opponents final health point your character shows a visual stance and shows a special motion for the 'final thrust' accordingly to what kind of weapon being used. In GW1 it always bothered me not knowing who killed that really hard guy! It would solve a lot of arguments I've had..lolZ --Adamaxis 21:08, 15 May 2008 (UTC)

The problem with that idea is that it could cause lag. A better soloution would be a kill count meter. King Keberos. 23:01, 14 May 2008 (-4 UTC)
Keberos, instead of posting something stupid, think about how it works. Animations are handled on the client, so it would not cause server lag.
Certain animations cause lots of lag for people using satellite or dial-up. I know from experience because I used to use satellite. King Keberos. 16:59, 15 May 2008 (-4 UTC)
that's your client lagging then, try to give the GW process a higher priority.
i think that ust a goof idea.. ecous most of the time when i'm playing i am wondering in how much damage i do to
a target and who makes the final blow and so on....
This is what they have in AoC, Age of Conan. Its called Faitality? I cant spell it but I think you know the word. And it doesnt happen every time you kill a monster, it has like a 5% chance to happen, idk, but when you finish the animation, you gain a little burst of adrenaline. (as warrior). I tried it some times and its really making the game cooler, I played a melee class with a sword, and one of the emotes were like I stab the foe in the chest, and then kick him away from the sword.. there is around 3-4 emotes for every class.

So cause it doesnt happen so often and it gives a boost, atleast in aoc its is very cool and appreciated! altought I dont know how this would work with caster when they kill something. Like waving their staff above the head and screaming FTW! idk

Pose Emote

Similar to the /dance emote, I'm suggesting an emote where your character strikes a pose, or a stance. If you've ever played Super Smash Bros, think of the unique taunts each character has. These taunts or poses could be profession and gender unique like dances are. The preceding unsigned comment was added by 70.79.135.231 (talk • contribs) at 03:08, May 15, 2008 (UTC). I think they should juat put more emotes overall in the game...and maybe fix up some of the dance make them longer or have the mix it up so two people cant do the same thing over and over and over and over...follow world of warcrafts idea with a massive amounts of emotes...it would make game alot funner.

Funner? Funner? WoW does not know Fun! The Emotes are fine as is... they are one thing GW certainly does not need to change... sure, the dances may need some adjustment... but no... keep the game serious... it is no fun if you have some guy with a rubber chicken that happens to breathe fire run missions for you... no more emotes! /roll is good enough for fun... btw we better not have to pose while the opponent is randomly flying away in the background for more health...Zeph 01:35, 2 June 2008 (UTC)

CRAFTING

Give players something to do that doesn't involve fighting. Not crafting like EQ2 or WoW. Crafting with a purpose. If GW is meant to be based on skills possessed instead of character stats then have weapons and armor that are craftable which grant bonuses to your spells. Like maybe some necro armor that gives you a chance to summon two minions instead of one. Maybe add in a bit of Nintendo Wii MySims where you can use your mouse to literally craft a design for a weapon. How cool would it be to see your own unique designs gain a reputation and flourish in the game world?

There's a thing called design a weapon contests.

A great idea. I think that in addition to primary and secondary profession, players should be able to invest themselves on an independent crafting skill class. Allowing players to make, build, enchant or invoke something. This would also add a new dimension to the in-game economy. These crafting skill classes could also unlock related mission and quests that allow you to advance with in them. --71.179.232.169 21:08, 18 May 2008 (UTC)

Make skills that enhance or change monsters material drop rates. These material would be then used in a crafting based system. Also would like to see farming/gathering.

elaborate skills

if i remember correctly (which i may not) i read a thing that said the complexity of the skills was to be toned down. if this is true i say we keep the elaborate skills because skills that read "target is hit for 40...120 damage" arent nearly as cool as "You ride the lightning to target foe. That foe is struck for 10...82 lightning damage. This spell has 25% armor penetration and causes Exhaustion." taken from skill ride the lightning (my favourite skill, its so cool) 121.208.172.69 09:11, 15 May 2008 (UTC)

Skills themselves will have contextual effects, as far as I remember, so doing a simple axe attack on a single foe you get something like Cleave, jumping up while doing same axe attack you get yourself Cyclone Axe. So if you try very hard you might even get a elemental attacks that makes you shadowstep. Biz 15:52, 15 May 2008 (UTC)
Well, I think one of the problems with some of the current skills is how utterly situational some of them are when you only have 8 skill slots (Supportive Spirit). I don't mind skills being BETTER in certain situations, but as it stands right now some of them can often end up effectively being an empty slot if you don't happen to run into the correct opposition. I don't know that making a random guess about what your opponents might be using and then either getting lucky or not says much about one's skill, so I like where they are headed with the skill system...on paper at least. --Amazing Goat 17:31, 16 May 2008 (UTC)

LAND Ownership - So we can Use Google GW Maps

Guilds and allainces should be able to own a certain amount of land. Then we could use Google GW maps and see satallite images of who owns what. We could even include in game natural disasters like tornadoes or godzilla attack to wipe out those pesky Kurzicks territories. Cause as we all know when a kurzicks moves in next door it brings the property value of the whole neighbourhood DOWN.

--Megaton Mung 17:42, 15 May 2008 (UTC)


Sounds sorta like the game Sim City. Lol. King Keberos. 15:08, 15 May 2008 (-4 UTC)
Yeah, although I'm a big fan of natural hazards, I don't think godzillaaaahhh(!!) is the greatest idea ever. Furthermore I think the basic idea is good, as long as the hazards hit all sides...Organgrinder 22:00, 15 May 2008 (UTC)

IIRC there aren't any Kurzicks or Luxons left :in Cantha, the successor of emperor Kisu defeated the Kurzick and Luxon factions and reunited Cantha under one banner.

Character features - Just a few new ideas

you know how you can change your height? well I want to have something like that with hair length =] Also,I have noticed that long hair in GW 1 is kinda bulky :[ could you please make the long hair thin? and not so thin that it's see through to your head? thank you =]oh and could you make long hair float a little when ever there's a breeze? it would be really nice to see that,also in combat as well ^^ also I would like to add,different choices in ears,noses,eye color,smiles ,frowns, or an arrow that lets us shape our character's body (physically not just height,a new feature)and facial expressions to make our characters(unique) =] I don't want to see my twin :/ also,not just pick out faces we see on the screen(no offense :]) (physical feature)I'd like to see elderly characters (new facial and physical feature) wrinkles,blind eyes,anything that an elderly person could have!=D thank you I hope to see this^^

--Haste of Flame 8:48, 16 May 2008 (UTC)

Long thin hair, flowing in the breeze? I hope you mean to have that for the ladies hair, some people like this sort of things for guys. lol Verix 16:06, 18 May 2008 (UTC)


well yeah, cause all you ever see is a lot of short hair in GW (playing as a character ) and yes this is intended for females but, I wouldn't mind that they do the same for males.It's a "choice" of hair length so thanks for adding the other sex ^^ --Haste of Flame 18:33, 21 May 2008 (UTC)

Alright, why don't we just throw in the entire Oblivion character creation process? Oh wait, that's an awful idea.

well that's your idea ,not my suggestion for GW2 :] however you are allowed to compare and contrast in anyway you'd like , I'm just a player who wants to see a game made by the players (not literally only suggestions) and make sure that good vibe from the 1st GW comes out in GW2 but in a different new unique way :] (and correction this isn't a bad idea, I was actually pointing out "some" flaws in the game that could've been made different in the next,if you actually "read" my suggestion :p but these were minor flaws, just something that could make the next game better ^^ I hope they'll take these ideas and think about them or make them better :] thank you.--Haste of Flame 02:07, 28 May 2008 (UTC)

sounds very manga and, lets face it, disturbing.


no it sounds like some good suggestions that could be made for the next game , and when did I even include manga and disturbing in my suggestion? oh wait, that was "your idea" not my suggestion for GW2 my suggestions were meant to be new "only to fix flaws that were minor and could be altered by the game designers themselves" oh and not that I hate you don't like my suggestion it's only that the title is called "character features" and "just a few new ideas" not only that "this is a GW2 suggestion" from players so I really don't care if you hate my idea :] it's what I think and it's some suggestions ^^ hope you guys have fun playing the game. thanks again :] and really stop hating the possibly good ideas that "can" make the game better instead of a "less idea based game" (no the Gw right now isn"t bad at all I'm only suggesting ideas that can improve the gaming experience itself ^^) so if you hate my idea I could care less but I'm willing to stand by my suggestion no matter what you guys hate about it =] once again have fun with the game ^^ and thanks for looking hope you consider this :] --Haste of Flame 21:51, 29 May 2008 (UTC)

I had to lolwut at the thought of godzilluuuuhhhhh


I actually think this is a great idea, and have personally been a little annoyed with the small selection of hair styles available in GW currently. To build further on the idea above, I think it would be really cool to have the ability to customize your own hair styles. I've played a bunch of mmo's and have been very annoyed when I find that the purpose of the game seems to be to just make your character look cool, so I would rather not have barbers who suck down all your money only to give you a short list of specific hair styles you can change to (forcing you to keep leveling up and farming for money just so you can get the next hair style the barber is offering - i.e. Maple Story), but on the flip-side, one of my only beefs with GW is that once you customize your character, you're locked in and can never change it. Wouldn't it be awesome to use a sort of 'hair editor' during character creation that would allow you to use sliders to change your hair length, or add a part and move it where you like, and use other tools to lift/shape hair in whatever way the player chooses? Then if the player gets bored of this they could go to the barber and pay a small fee to access the same editor they used during character creation to make any adjustments they want. KengouKajin 05:01, 4 June 2008 (UTC)

Thank you for adding more details :D! and my point exactly, there are a small selection in hair styles "currently" :] .I love the idea of customizing your own hair! and the barber idea would make a lot of people interested,very good suggestion indeed, I have to agree with you on all parts I do hope they think of having this feature. I like the sound of it the "character" "made" by you. hope to see this feature.--Haste of Flame 22:36, 4 June 2008 (UTC)

Switching primary

hey this would be cool idea if you allow this becouse it will require less character slots and better replay value of the game itself... say i hit max lvl with the warrior i could change from warrior to monk and start over at lvl 1 this would requ. less character slots

But then they wouldn't get as many people buying extra slots, would they? ; ) --Amazing Goat 17:33, 16 May 2008 (UTC)
It would be nice in PvP though. =\ It gets old have to sign off, delete a character and make a new PvP every time I need to "reroll". And then when it gets stupid and makes a PvE character when I clicked on PvP only... u.u RitualDoll 18:51, 19 June 2008 (UTC)

I'd like to be allowed to play primary every professions of the game with a single character.

Explanation: I don't like repetition. I don't like to be forced to explore the same areas again and again. That's the reason why I have mostly played GW with only one character, using my other ones essentially as extra storage places.

What I would like in GW2 : when I am finished learning every skills of my primary profession, I would be designated as 'Elite character' and thus allowed to improve my character further. How? By letting me learn another profession of my choice doing all quests related to it, learning all skills of that profession. When done, I could switch my primary profession to the new learnt one, as easily as I do with secondary.

I think this would be very fun, and would keep me playin' a lot more. One day exploring as a Necro, and the other, rapidly swithching to my other primary, monk for instance, because my team would need it.

And what about armor set? Well, I'd say you'd have to buy an armor set of that profession, or either, crafting one could be part of the quests leading you to learn the new primary.

I'd like to be allowed to play primary every professions of the game with a single character. Will that wish be implemented? I hope. --Avatin 23:13, 15 May 2008 (UTC)

I think this would be a very nice option, considering the addition of Races. Currently, the same character can switch their secondary profession effectively giving them access to every character class in guild wars. I love this flexibility. However, with the addition of Races (which I'm assuming you will not be able to change) this flexibility will be gone unless you can also change your primary profession. I would hate to have to make 2 Warriors just to I can try a Norn and Human. More character slots could be an alternative solution to this problem as well. --Ariz 00:13, 16 May 2008 (UTC)

Final fantasy XI had a system like this. At anytime you were in a city you could go into your personal house and change your primary and secondary jobs. You could not change your race though. You could level the jobs as much as you like and change with no pently and come back later and level the other jobs at your own pace. The 2nd class was always half the level of your main class and was allowed to use any skills that were aviable at that level. Of all the flaws in that game it nailed the way the job system worked. However while this did open up the possibility of customizing amazingly everyone found a very cookie cutter setup and would simply use that. I could see it working well in Guild Wars as the current system reminds me alot of that game to begin with.


I would like that very much. -- Silverleaf Image:User Silverleaf sig.png 09:44, 16 May 2008 (UTC)

I don't think that's such a good idea i think it's a better idea to just get more character slots--Prince Grazel 12:30, 16 May 2008 (UTC)

I like the idea, especially the part about levelling each profession individually. Levelling should be faster though for professions below the main profession (i.e. if I'm lvl 50 warrior but only lvl 10 for monk, I should level much faster for monk until I catch up). -- Alaris_sig Alaris 17:00, 16 May 2008 (UTC)
Yes, might be a good idea; but I so not know how they would go about the armor situation.... --Shadowphoenix Please, talk to me; I'm so lonley ;-; 17:05, 16 May 2008 (UTC)
Your armor defines what you are. You take it off? You are nothing. You wear a warrior armor? You are a warrior. Wear a Necro one? You become a Necro. Now lets get a warrior and a necro armor thru questing  :) --Avatin 21:19, 16 May 2008 (UTC)
Very wanted idea ^^ And a neat way to handle it. But you will then defenitely need a special storage place with armor rack :/ A house maybe, only place where you will be able to switch professions? Ratys 17:18, 17 May 2008 (UTC)
Once again to take an idea from FFXI you could store extra stuff in a personal space/house. In FFXI you had the space in your own invetory, plus an extra 30-50 spaces in your house to store stuff. Along with items you buy to put in your house to give access to more storage. And in a later expansion you were given the option of buying lockers to store even more items in.
I've meant specialised storage, like a stand that can store only armor and allows to change your professions according to this suggestion. Ratys 10:27, 18 May 2008 (UTC)

This idea just removes 'effort' to level different characters. Although relatively few people want to have to do quests again and missions agin with different characters, sometimes it is necessary to become a better player of the game. Cutting corner ideas IMO are a big no. Earn your ability to play at high levels with different professions. Besides base attributes are required for individual professions (strength, energy storage, etc) would completely mess the whole build ideas up.[Dez]

I am 100% for this idea, but a few things would need to be made clear. First off, there would be no use of two primaries at once: in explorable areas and missions and PvP, there would be no differences to the system. You are locked to your primary profession and secondary profession while not in towns, just like in GW1. Furthermore, there would be no "side effects" of having an old profession: i.e., you'd be able to use the primary attribute, all runes, etc., and it would be as if your first primary didn't exist while you change. Your "body style" chooses what you look like and, by extension, what armor art you get to pick. Not your profession. This eliminates the problem of different armor arts and all that. Armor could become changeable on the fly, similar to how PvP armor and weapons work, the only difference being that you "unlock" armor equipment for a single character in PvE. Then you can remove and re-apply those mods anytime you like on that character's armor. Obviously, when using a primary profession, you would be restricted to that profession's armor statistics, but naturally, your armor art would remain the same. (Yes, yes, seeing female elementalist Luxon armor with 80 points would be... um... odd, but it'd be easier that way.) Changing your primary would be as simple as changing your secondary is now: you choose your primary from a drop-down list, and select. Since armor changes based on primaries, the game might remember your previous armor configuration for that primary, and auto-load it for you, since your current profession's armor might be invalid. --Jette 18:59, 18 May 2008 (UTC)
In your last two sentences you said everything about this idea ^^ just needs a few added restrictions to make sense, like, say, you won't be able to change your primary just anywhere, maybe in special places? Maybe through logoff/login? Also, it will be really neat if you can choose your "next primary profesion" only if you maxed level on your current, as already been said imo... Ratys 15:56, 19 May 2008 (UTC)

Well, I have been wondering a little about the "cutting corner" Dez is talking about, arguing that switching primary would "remove effort to level different characters", and I am not sure about this. I think this would have to be carefully thought-out, considered. Earning ability to play high level characters is certainly an important part of any MMO. In fact, it certainly even defines MMOs like WoW. What would be the interest of playing PvE if you would get a full equiped lvl 80 character at start up in WoW, Lineage or Diablo? None.

But in Guild Wars, would "switching primary" really be a "cutting corner" scenario? The more I try to figure it out, the more I think that, no, it wouldn't. Because you would still have to learn skills of the other primary, means that you still need to level your character to get the skills points. Well, you know, usually, in other MMOs, the higher you are, the harder it gets to level. So, switching primary would be, of course, designed by devs with that in mind. In that sense, to learn every primaries with a single character would be intended not for casual gamers, but for very very hardcore gamers!

I mean it would for sure be easier for a player to create a new character than to learn an entire new primary. Because low leveling is easier to make. There are 1200 skills in GW1. Only try to imagine how many time you would have to spend to level enough to learn every skills of the game with a single character! So you don't really "cut corner" here, you just stay in line with the philosophy of guild wars, wich is a game that makes things differently.

And... in short, as it has already been said, maybe you could start to use another primary only after reaching a certain level, or after having learnt every Elite skills of the new profession for example. There are plenty of possibilities. --Avatin 17:07, 19 May 2008 (UTC)

To earn these extra skill points would require more exp grinding at a high level, currently seen when trying to achieve the skill hunter titles. The concept of what has been said is a decent idea, just IMO it defeats the object of allowing us all to interact differently through individually created characters. We'd all end up having the same capabilities & that i really do hope is avoided. Each to their own but i can't honestly see this idea getting implimented. [Dez]

To Avatin - totally agreed on leveling being harder if you pick another primary on old char rather than creating a new one. Maybe make leveling second and all next primaries require the same ammount of grinding, but as hard as Defender of Ascalon title now? To Dez - noone can tell what ANet will do with GW2, maybe they'll remove all those problems you've been talking about. I think that only real thing we can do is to make good suggestions and keep all our hopes and wonders in mind... Ratys 16:06, 20 May 2008 (UTC)

i like this idea but it think instead of actually lvling the character your character just gets stronger in that class profession! also this makes the character you have more personal and also i think that to avoid doing things over and over again you should just be able to change the character you already have things like name, hair ect...~RedRabbit

Capture Monsters and use them to protect the Castle

Capture monsters and use them for guard around castle or house or whatever. That is if there is going to be somekind of siege pvp mode in GW2 and our areas will be attacked by others.

--Megaton Mung 23:22, 15 May 2008 (UTC)

I do not want GW2 to look like Pokemon XD I think this is a bad idea--90.40.122.177 13:37, 20 May 2008 (UTC)
this is a GW2 forum. i think you have your games mixed up
I think it would be nice to be able to decorate your guild hall with monsters. They would have no effect in GvG or whatever takes its place, they'd be purely for aesthetics... but maybe an "animal trainer" could sell monsters to put in your guild hall. Would be a great gold sink... after all, who could resist having a big-ass Mallyx standing guard near the Xunlai chests? Or a Mursaat legion floating around patrolling the walls? I don't believe they should have any function other than as interesting lawn ornaments, but it would be sweet to have them. --Jette 22:44, 29 May 2008 (UTC)

Guild Transfer 2... What i think should happen

OK I know that if you have the EOTN expansion your character names will be reserved in gw2 through the HoM. But I think that if you're the leader of a guild, you should be able to have your guild carry over to gw2 with you. then your members and officers will have the option to join the guild from the start, like when they are making their character. I think this would be a big help...especially for people that are in a really good guilds right now and want to keep in touch when they start to play gw2...

This is basically whati i suggested up above, except tha ti liek the concept of beign able to put your char right into the guild from it's creation, and that it's a thing beign carried over as an object in the HoM. But what if the leader isn't the first in the guild to make a GW2 account? Lord Zepherr 01:59 May17, 2008 (UTC)

There are two sides to this, some people want a fresh start. Seeing the same guilds, same people in the same places to me reduces the buzz of a new game. Getting rewards individually for HoM is a good idea to get (maybe cash, one weapon saved, 100 sig caps) is a good idea for rewarding previous achievments. I think it's fair to say we all want a fresh start though we've been playing the game for years everything should require creating from scratch. Guilds cost money, you need to earn that and build it from scratch in the new game otherwise where is the challenge of a new game if you're maxed out in ten minutes? Voicing my opinions, obv everyone has their own suggestions. [Dez]


I've been leading my own guild for over a year now, with everything bought for the guild, and it has one heckuva history. I do at times dislike losing the guild, however in a new world such as Gw2 I believe we really should start fresh from scratch. No guild transfers. However if they were to have a guild transfer, then at least nobody else would be able to create a guild with the name thus ruining things for the actual leader from gw1. Verix 16:01, 18 May 2008 (UTC)

I agree that it is good to have a fresh start, and if you really desire a change, then you can very easily leave the guild in all of 1 second. But let me expand on my idea from above. From what was stated in The Movement of the World article, turmoil ahs hit everything and everywhere, so why not old guilds? How about that when you get transfered to the guild there's a story behind it's past in between GW2 and GW1. How about this: Let's say you inherited the guild from your father, who inherited it from his father(our GW1 chars(Thay can't live 250 years, can they?))But it has fallen into a state of disrepair, losing funds costed it it's guild hall and cape, and with the long years of disconnetion with Cantha, it has also loast it's alliance and faction, along with ranking, etc. etc. When you inhereit it all it's got is its name, and tag, along with all the descendents that become members. So you still have essentially the same guild, bu tyou get to completely remake it. Lord Zepherr, o8:10, May 18, 2008 (UTC)

MOUNTS

Yes, I know everyone's gonna be like "Aww, dude, no one wants a free WoW, blah blah blah blah." Well let's face it, what do you spend your money on when you're a high level? Minipets? OOooooooh, I got a new BONE DRAGON today that follows me around everywhere reminding me what a complete waste of money it was :O............anyways, I think mounts should be available in GW2, not only for faster transportation (which also makes the game A LOT less boring and slow) but for something to look forward to at a certain level in the game, something to be proud of, instead of being one of those noobs who walks everywhere. Post ides.

My idea is to delete this thread as quickly as possible and read others!! This idea is being discussed in at least 2 other threads! NO, I'm not "mount enemy", I'm just looking for organisation. Ratys 18:54, 16 May 2008 (UTC)
If you think GW is boring and slow than don't play it. Also mounts have been suggested so many times you would think that WoW lovers like the guy would realize that mounts are a bad idea. If you cant manage to run there by yourself than go play WoW.
In addition, map travel almost entirely defeats the need for mounts, as once you have entered a town/outpost/city for the first time, if you wish to travel to a nearby location, all you need to do is teleport to that center and walk. This actually introduces interesting mechanics because without mounts, you don't need to make locations that are supposed to be hard-to-get-to very far away (though you still can), you just need to make sure there are a sufficient number of challenging enemies between the town and the goal. A lack of mounts also mean they don't have to make transportation such a pain for lower level players--which is one of the main reasons you buy a mount in WoW. -- Frozzen User:Frozzen 15:17, 17 May 2008 (UTC)
gw doesnt need mounts for the simple reason that we can map travel takes away the need for such a thing 4.71.197.250 15:40, 17 May 2008 (UTC)
It pains for me to see you guys weren't reading the rest of threads... Few thousand times it has been explained WHY and HOW should GW2 have mounts. Now go and read those rather than pointless swarming! Ratys 17:15, 17 May 2008 (UTC)
I think everyone has read the post he just said that he wants GW to be free Wow and he is too poor for Minipets. If you would read the post and not just get mad because you want an animal to do all the work for you than you would know.
Well, while firing disorganisation and inattentive users that are too lazy to read I lost actual thread topic... My apologies.
Minipets were designed to be a waste, just something to show off your wealth. And mounts (again, in 1001th time) should be implemented with no needed to play concept, like they are there, but you aren't forced to use them. Mounts are cool but useless with map travel, yes, but that doesn't mean we can't have them. Sometimes I feel like nobody's reading what I post... Ratys 11:08, 18 May 2008 (UTC)
Because they aren't. It is easier to assume you know what is going to be said than read. PLEASE REMEMBER. Everything in this game is a time-wasting-and-ultimately-pointless endeavor that has no real value except Enjoyment. If you (or any of us) would enjoy mounts why all the bash? Sheesh, it's just like prestige armor, you don't have to buy it, but it provides a goal outside of the campaign, like Titles (Monkenstein)
I will remember that ^^ You provided a pretty clever explanation to what I'm trying to say, I must admit. Ratys 16:12, 20 May 2008 (UTC)

I think we should be able to ride moa birds:)) The Cricket

Guild Wars for PS3

moved from Help:Ask a game question#Guild Wars for PS3

Hey guys, GUild wars is a sick game..(we all know dat) but would GW2 be available on PS3. If it is it would be great becuase PS3 has sick graphics..and it would be like the first mmorpg to be on console..(but dunt drop da idea on PC please).Just puzzling me after NCsoft striked a deal with sony.......Arthas.. --The preceding unsigned comment was added by User:Actionpri12 (talk).

I have a feeling that the above comment should be a separate question, but unfortunately I don't quite know how to move such things (I think I do, but I'd rather not try it in case I break the wiki...). Anyway! In answer to the question: I am almost 100% sure that they won't bring GW2 to the PS3... For one thing, it is a PC game, not a console game. In other words, it is made to be played on a computer. Console games require a whole different programming method (sorry if this is "wrong," as English is my second language), probably akin to the Win vs Mac thing (in case you haven't noticed, GuildWars cannot be played on a Mac for this reason). Also... if you haven't noticed... the menus and such and skill activation and the like require one to press certain keys on the keyboard... so unless the PS3 has a port for a keyboard (it might? I dunno), it would be a bit impossible to make a controller with that many buttons on it (even if you only wanted the eight keys that activate the eight skills on your skillbar). My last point is: availability. It is a known fact that a lot more people on the planet have computers than a PS3, mostly because a lot of people think that paying $400 for a video game console is crazy (note: I did not say this is my opinion, so please don't try to start a "PS3 iz t3h gr8est u suk n00b!!1" flame war with me). Also, from what (granted, little) I know about the making of console games, games made in the US for US PS3's will not work on Japanese PS3's, etc., etc. (at least, this is true for Japanese/US video games on US/Japanese consoles, unless you use one of those discs whose proper name escapes me at the moment) Therefore, they'd have to spend even more money to change the formatting or whatever of the game for each different region so people could actually play it. All in all, it sounds like something that would cost a lot of money and would more than likely not net them any profits, if any. Which, of course, is not a very good business model. --Dragon nataku 06:16, 16 May 2008 (UTC)
It wouldn't be the first MMORPG on a console. Final Fantasy XI did it and I loved that game. Phantasy Star as well and that was great and similar to how guild wars is setup. It could work but is highly unlikely to happen. - Phaiths
I think there was an interview that discussed the possibility of GW games on consoles, and the developer in the interview said that while they are watching the console market very carefully and are not closed to the idea, right now the console market is just not right for a game like GW, so there is nothing planned at the moment, and it is unlikely for the near future. (Satanael 08:12, 16 May 2008 (UTC))
Also, the PS3 and XBox 360 only have 512 megs of RAM, while the recommended system requirements for newer Guild Wars releases include 1 gig of RAM. -- Gordon Ecker 08:53, 16 May 2008 (UTC)
But a great deal of that RAM is needed by the operating system, which consoles don't need to deal with. Recommended RAM just to run Vista is something like 1 gig. - Image:User HeWhoIsPale sig.PNG HeWhoIsPale 15:54, 16 May 2008 (UTC)
Even if it was available for the PS3, it would still have to be on PCs as well, and with all the obvious advantages provided by that control setup for a game like GW, everyone would just play it on the PC anyway. Think of it kinda like KotOR, which worked on consoles, but worked on PCs better. The difference is that GW is MMO, and in a PvP game, that would just be an unfair advantage. 71.31.157.150 20:11, 17 May 2008 (UTC)
Final Fantasy XI did it just fine. You simply clicked on something and started the auto attack and then selected skills from a pull down menu or by using a usb keyboard hooked up to the PS2. And in that game you access to all your skills not just 8. Mindful that the action in FFXI was slightly slower then Guild Wars and you normally only fought one big guy at a time. While I don't think a console Guild wars 2 will happen it would work just fine.
I was more thinking of it from the PvP angle than the fighting "one big guy" angle. The difference would be more noticable there. 71.31.157.150 21:34, 19 May 2008 (UTC)

Mounts rock. I dont care if this is going to be WarOfGuildWars^^ 87.123.19.172 19:47, 21 May 2008 (UTC)

You need to research yours MMOs more. There have been quite a few MMOs for consoles like Final Fantasy XI for one. I also heard Age of Conan is coming out for console in a year or so. — Eloc 19:04, 19 June 2008 (UTC)

Necklaces, rings, etc.

These are pretty staple armor pieces in RPG-type games, and I just think it would provide futher options for character customization and provide some more interesting stuff to acquire. Off of the top of my head, here is an example ring as it might apply to the first Guild Wars:

While activating binding rituals, interrupts against you have a 50% chance of failure. Whenever one of your binding rituals is interrupted, you gain half of its energy cost and its recharge time is reduced by 33%.

That's probably a little extreme for the first game, given how small most item effects are, but you get the idea. Anyway, I'm hoping there is a bit more functional differentiation in gear selection in the sequel. --Amazing Goat 18:01, 16 May 2008 (UTC)

I have always been partial to games that have a large distiction of items that i am able to customize my char with, ( necaklaces, arm braces, earrings, ect..) Gow Czar 15:48, 17 May 2008 (UTC)

I think bringing Guild Wars to Councils would be great to the game. It would really open it up to more people.

rework Charm Animal, split it up into multiple skills

The problem that Charm Animal has in most cases to be used with Comfort Animal can be traced to the basic idea of this skill. Guild Wars actually started as PvE-only game, and the idea of having the opinion of many diffrent pet models (similar to diffrent armor and weapon skins) you can tame and evolve actually looked nice, but doesn't suit to skill balancing as the pets values are partly independent from your spent attribute points. I'd like to see pet skills managed as it is done with Minion summon spells:
Charm Animal with green numbers: level dependent from attributess. At best even multiple versions of this skill with slightly diffrent pet characteristics, such as attack speed, damage type or armor level. This would take out the need of charming an animal (a step that had been left out for pvp characters along with the choice of the pet). The skill itself would simply cause the pet to appear while equipped, and the actual function when using would be for ressurection (Which would still be balanced as the pet would be useless without spent points in the dependent attribute because of the level (-> health, armor)). For example skills like:
"Charm Polar Bear. You have a level 1...15...18 animal companion that deals slashing damage and has +0...8...10 armor versus Cold damage."
This would also give the possibility for "Elite pets" and give every pet model specific characteristics rather than (besides the damage type) only a diffrent appearance. I posted this idea here as animals are running everywhere in the PvE wildlife of Guild Wars, so this idea could at most find use in gw2... —ZerphatalkThe Improver 21:46, 16 May 2008 (UTC)

Well, Zerpha, since you directed me here...  ; )
I doubt they are planning on doing it the same way in the sequel as they have said Guild Wars 2 will have less skills and the skills will do different things based on what is going on. They might not even be using the attribute point system from the first one for all we really know. If they really are going to significantly reduce the number of skills, the current system might not even make a lot of sense. I don't think they would plan on making the same mistake again with regards to the pets at any rate. --Amazing Goat 00:45, 17 May 2008 (UTC)
Good suggestion, but it doesn't go well with fact that ANet is goig to give pets/companions to every player, not just R/Any or Any/R. And it doesn't synergy with all mine ideas so far... But I think if you read at least here you might suggest a way... Ratys 20:02, 17 May 2008 (UTC)
Right, i also heared that pets in gw2 are equally usable for every profession, possibly used as mounts as well (and i actually like that class equal idea more than my proposal - for gw2) I only drifted away from an actual comment when i wanted to reply to Amazing Goat, so i posed it here :P —ZerphatalkThe Improver 23:03, 17 May 2008 (UTC)
THe original pet system for GW1 was just as you describe: loads of seperate charm skills for different pets. It was seen as quite silly I think, but the ability to have more than one pet at a time maybe is good. 79.67.90.125 13:10, 18 May 2008 (UTC)
Given that Gaile stated that she would put forward the idea of a "pet stable", and that pets (including some elite ones) load in the HOM with Heros, i don't think there is any safe conclusion about pet/companions etc. (Monkenstein)

we want news

Come on anet its been like more than a year since gw2 was annouced and over 7 months since EOTN was released. i cant remember the last time u gave us new info on gw2. plz give us something, ANYTHING, plz. u can even tell us wat color PJ's chars were to bed (if they have beds). we r desparate for info. one thing that will really make life better for all of us is a simiple, straight up "yes" or "no" to mounts. it would stop so many of those annoying mount posts all over the page. (hey how about we start buggin them by sending annoying emails until they cough up somthing) the ravfour 78

The internet age has spoiled us all. Yeah, I hear you; I would like some news too, but they are probably at a phase where they are constantly tweaking things about the game and don't want to tell people things only to have a lot of it change a week later. I also suspect maybe they are further behind in development than they would like to be (Aren't they all?), which is why they haven't been saying much about it.
I think there is also the problem that creating too much buzz about a game too early can get it to the point where it all feels like "old news" by the time is finally out, something I think game developers have become a little more aware of as of late. I too would really love some more info on the game, but I don't think requesting it is really going to accomplish that goal. ; ) --Amazing Goat 01:04, 17 May 2008 (UTC)
I think after AoC's waves/ripples/splashes/gumdrops quell we will get stuff... hopefully (cus they have between now and September before MMO-type waves get made with WAR and WotLK). Marketing is like a game. Lots of marketing peeps throwing in rocks to the treacherous content devouring horde and trying to make sure theirs is the yummiest on the block. Almost like a reverse prisoner's dilemma. --Ravious 20:50, 19 May 2008 (UTC)

seriosly i wanna know atleast something about how the development is going or even an estimated time period of how much longer we have to wait instead of sometime next year or whatever they usually say...u shouldnt of made commotion about so early..that was a mistake..now people might get tired of waiting and get other games ^_~ u dont want that do ya? lol

OMFG ^^^^ this guy read my mind. i have stoped play gw beacuse it seems pointless now (i play a little) user: The ravfour 78
I hope they post something soon otherwise i'm just gonna get Age of Conan (looks freakin awesome check it out guys) - Rayner - 29.05.08
the current rumour is that gw2 will be released sometime late 2009 early 2010, but thats just an estimation.

dammit if that happens i'll be pissed to long to wait.in most of the reviews ive read they said it'll go into beta in the second half of 08 and be on store shelves around the christmas holiday

ctrl, alt, delete, enter.

A similar system like windows to saveguard unwanted access to the game when i want to get coffee, cookies or need to visit the toilet. -- Silverleaf Image:User Silverleaf sig.png 23:21, 16 May 2008 (UTC)

Whats wrong with just locking your computer - window+L

I think this would be a great idea but why not use f10 or some key that is not a combination and also, why not use the keypad #'s - 1,2,3,4,5,6,7,8 to use you skills insted of the ones on the upper side of your keyboard.

I think this would be a great idea but why not use f10 or some key that is not a combination and also, why not use the keypad #'s - 1,2,3,4,5,6,7,8 to use you skills insted of the ones on the upper side of your keyboard.

I think this would be a great idea but why not use f10 or some key that is not a combination and also, why not use the keypad #'s - 1,2,3,4,5,6,7,8 to use you skills insted of the ones on the upper side of your keyboard. The preceding unsigned comment was added by 65.26.246.52 (talk • contribs) at 23:45, May 26, 2008 (UTC).

SOMEONE here lacks a brain... Go into menu, set your skills to numpad 1, 2, 3, etc. 80.193.1.106 21:06, 1 June 2008 (UTC)
Laptops. And I have not clue why you thought writing that 3 times was a good idea. 69.40.253.203 20:11, 28 May 2008 (UTC)
Laptops suck balls for gaming.