User:Qaletaqa/Suggestions2
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[edit] Quests
[edit] Quest sharing
- The ability to share quests, so it is easier for people who have done the quest to help new players. This could be done automatically so when someone who has already done the quest wich are in a party member his/her quest list, the "master" his/her quest list would automatically be updated with a list of quests the other party member(s) have not done yet.
- Quest rewards. I would do this by making a "apprentice" and "master" award for each quest.
- Apprentice reward: this reward would be given to people who do it for the first time. This should be more rewarding then the master reward because doeing something for the first time is mostly more rewarding then doeing it a second time.
- Master reward: this reward would be given to someone who has completed the quest once or more but is now helping someone else that is doeing it for the first time. This should be a smaller reward and this would be a nice way to say "thank you for helping".
- Quest rewards. I would do this by making a "apprentice" and "master" award for each quest.
[edit] Culture Quests
- Culture quests, these would be done to increase the hostile/friendly status (read more about hostility/friendly status here).
- What would a culture quest be?
- These quests would learn you something about the culture of a race, so you understand them better and know where they come from.
- This could include quests that let you relive a moment in the history of a race, learning a race-specific dance, collect items they find valuable, learning why those items are so valuable to them, learn about their customs, arts, language, etc...
- These quests would learn you something about the culture of a race, so you understand them better and know where they come from.
- Cons:
- This requires alot of work, "design" a culture and a language for every playable race.
- Pros:
- Would add alot of depth to the races.
- What would a culture quest be?
[edit] Races
- Add pros and cons depending on wich races there are in a party, this could be buffs and/or debuffs like raised attributes (wich would count as a buff). I have not seen a suggestion like this and since I have a book with many ideas i'll throw this one on here, this is a modified version of a system I once made up to balance some stuff out and I think it fits GW.
- Why? Every race have their own thoughts on how things should be done.
- Examples:
- Charr:
- 1 Charr in the party, physical dmg increased by 5% for all party members (including Charr).
- 2 or more Charr in the party, Charr have 3% more physical dmg for every Charr in the party, if 3 party members are Charr, the Charr in the party would have 9% increased physical dmg. The increased physical dmg would be capped at 15%.
- 2 or more Charr in the party increases the physical dmg done by an additional 1% for every non-Charr in the party, 10% would be the maximum of increased physical dmg done by non-Charr, 2 Charr would give 7% of increased physical dmg done by non-Charr in the party.
- 3 or more Charr in the party, every Charr decreases skill recharge by 1% for every non-Charr in the party. Humans do not suffer from this. Capped at -5%.
- Or:
- 3 Charr in the party decreases skill recharge by 3% for every non-Charr in the party. Humans do not suffer from this.
- 4 Charr in the party decreases skill recharge by 5% for every non-Charr in the party. Humans do not suffer from this.
- 5 Charr in the party decreases skill recharge by 7% for every non-Charr in the party. Humans do not suffer from this.
- 6 Charr in the party decreases skill recharge by 10% for every non-Charr in the party. Humans do not suffer from this.
- Or:
- Asura:
- 1 Asura in the party, spell dmg increased by 5% for all party members (including Asura).
- 2 or more Asura in the party, Asura have 3% more spell dmg for every Asura in the party, if 3 party members are Asura, the Asura in the party would have 9% increased spell dmg. The increased spell dmg would be capped at 15%.
- 2 or more Asura in the party increases the spell dmg done by an additional 1% for every non-Asura in the party, 10% would be the maximum of increased spell dmg done by non-Asura, 2 Asura would give 7% of increased spell dmg done by non-Asura in the party.
- 3 or more Asura in the party, every Asura decreases physical dmg done by 1% for every non-Asura in the party. Charr do not suffer from this. Capped at -5%.
- Or:
- 3 Asura in the party decreases physical dmg done by 3% for every non-Asura in the party. Charr do not suffer from this.
- 4 Asura in the party decreases physical dmg done by 5% for every non-Asura in the party. Charr do not suffer from this.
- 5 Asura in the party decreases physical dmg done by 7% for every non-Asura in the party. Charr do not suffer from this.
- 6 Asura in the party decreases physical dmg done by 10% for every non-Asura in the party. Charr do not suffer from this.
- Or:
- Norn:
- 1 Norn in the party, hitpoints are increased by 5% for all party members (including Norn).
- 2 or more Norn in the party, the hitpoints for Norn is increased by 3% for every Norn in the party, if 3 party members are Norn, the Norn in the party would have their hitpoints increased by 9%. The increased hitpoints would be capped at 15%.
- 2 or more Norn in the party increases the hitpoints by an additional 1% for every non-Norn in the party, 10% would be the maximum of increased hitpoints for non-Norn, 2 Norn would give 7% of increased hitpoints for non-Norn in the party.
- 3 or more Norn in the party, every Norn decreases spell dmg done by 1% for every non-Norn in the party. Asura do not suffer from this. Capped at -5%.
- Or:
- 3 Norn in the party decreases spell dmg done by 3% for every non-Norn in the party. Asura do not suffer from this.
- 4 Norn in the party decreases spell dmg done by 5% for every non-Norn in the party. Asura do not suffer from this.
- 5 Norn in the party decreases spell dmg done by 7% for every non-Norn in the party. Asura do not suffer from this.
- 6 Norn in the party decreases spell dmg done by 10% for every non-Norn in the party. Asura do not suffer from this.
- Or:
- Sylvari:
- 1 Sylvari in the party, healing done is increased by 5% for all party members (including Sylvari).
- 2 or more Sylvari in the party, Sylvari have their healing increased by 3% for every Sylvari in the party, if 3 party members are Sylvari, the Sylvari in the party would have 9% increased healing done. Increased healing done would be capped at 15%.
- 2 or more Sylvari in the party increases the healing done by an additional 1% for every non-Sylvari in the party, 10% would be the maximum of increased healing done by non-Sylvari, 2 Sylvari would give 7% of healing done by non-Sylvari in the party.
- 3 or more Sylvari in the party, every Sylvari decreases hitpoints for 1% for every non-Sylvari in the party. Norn do not suffer from this. Capped at -5%.
- Or:
- 3 Sylvari in the party decreases hitpoints for 3% for every non-Sylvari in the party. Norn do not suffer from this.
- 4 Sylvari in the party decreases hitpoints for 5% for every non-Sylvari in the party. Norn do not suffer from this.
- 5 Sylvari in the party decreases hitpoints for 7% for every non-Sylvari in the party. Norn do not suffer from this.
- 6 Sylvari in the party decreases hitpoints for 10% for every non-Sylvari in the party. Norn do not suffer from this.
- Or:
- Humans:
- 1 Human in the party, Skills recharge 5% faster for all party members (including Humans).
- 2 or more Humans in the party, Humans have their skills recharged 3% faster for every Human in the party, if 3 party members are Human, the Humans in the party would have their skills recharged 9% faster. Increased recharge rate of skills would be capped at 15%.
- 2 or more Humans in the party increases the skill recharge rate by an additional 1% for every non-Human in the party, 10% would be the maximum of increased skill recharge rate for non-Humans, 2 Humans would give 7% faster recharge rate to non-Humans in the party.
- 3 or more Humans in the party, every Human decreases healing done for 1% for every non-Human in the party. Sylvari do not suffer from this. Capped at -5%.
- Or:
- 3 Humans in the party decreases healing done 3% for every non-Human in the party. Sylvari do not suffer from this.
- 4 Humans in the party decreases healing done 5% for every non-Human in the party. Sylvari do not suffer from this.
- 5 Humans in the party decreases healing done 7% for every non-Human in the party. Sylvari do not suffer from this.
- 6 Humans in the party decreases healing done 10% for every non-Human in the party. Sylvari do not suffer from this.
- Or:
- Charr:
- Why do multiple party members of the same race get an even more increased percentage? well because beeings of the same race mostly understand eachother better and therefore have better communication.
- This could also be profession based instead of race (this would be more suitable for PvP I think).
- If based on race, you could let the numbers increase or decrease on how hostile and/or friendly you are with a race (i'm still working on how this would work).
- Examples:
- Pros:
- This would most likely encourage people to choose for a more balanced group.
- Cons:
- Not everyone likes playing balanced builds.
- Why? Every race have their own thoughts on how things should be done.
- Defineing how friendly or hostile you are towards a race.
- This could be done with titles, these titles would be affected on how much quests or other things you have done for a race.
- Cons:
- It is not original.
(reminder: don't forget to find some pros and cons about this)
- In PvE make a difference in action/reaction in races by how evolved they are and wich character would fit that race, this could also be done by wich professions they are, or a mix.
- Example, Asura, presumably the most intelligent race there is in GW should scatter when AoE spells are used, even the warriors.
- Example, Charr, the warriors should not scatter because they are brutes, they only seem to wanna kill kill kill. The casters should scatter because they seem like they are more intelligent then the warriors.
- Pros:
- This would give character to the races.
- Would stimulate players to use different tactics and builds.
- Cons:
- It requires alot of programming (AI).
[edit] Miscellaneous
- The ability to assign a button to commands like /stuck, /dance, etc...
- In-game mp3 player (or media player).
- An easier way to customize user interface textures.
[edit] Work in progress (these are unfinished projects i'm working on)
These are projects that I like but don't know if i'll ever finish them. From time to time ideas just pop into my brain, i'll start writing them down but I mostly tend to drop them half-way or earlier, not because I don't like them but just because I had another idea or found something more interesting to do.
- Automated skill balancing system.
- Trying to make an original quest type.
- Trying to make fun and original mini games that would go well in GW.
- ...

