User talk:Gaile Gray/Archive Guild Wars 2 suggestions/March 2008 Page 2
From Guild Wars Wiki
| Archives |
|---|
|
[edit] More than just a Necromancer
I would love to see more "dark" characters than just the necromancer. Why not... oh I dont know, an inquitor or something. Uses whips, lots of abilities that paralyze. Whatever. But a players choices are basically be a good guy or a necromancer. And as much as I like Necromancers, I would love some more choices. --The preceding unsigned comment was added by User:24.0.166.125 (talk).
- Assassin, ritualist ⇐ -- Gordon Ecker 06:10, 16 March 2008 (UTC)
--Not really. Ritualist maybe, but assassin never got taken in a darker direction. --The preceding unsigned comment was added by User:24.0.166.125 (talk).
- Quoting Panaku, the assasin: "You will learn to revel in the kill, as I do... to watch carefully as the soul flees the body and the animal fear in your victim's eyes turns to blank emptiness. I remember the eyes of every person I have killed."... Call me a softy, but that sounds pretty dark to me dude. (Satanael 07:22, 17 March 2008 (UTC))
- On a similar vein, Warriors have abilities to dismember, decapitate, and slice open vital arteries. Rangers have abilities that let them coat whatever weapon they're wielding with poison. Mesmers delude their victims' perceptions. Elementalists can set people on fire! All of these examples of "dark" abilities. "Darkness" of a character is based on the character, not their abilities. --Valentein 07:41, 17 March 2008 (UTC)
- Even the three strongly "good guy" themed professions: monk, paragon and dervish, have dark sides. Prophecies and Nightfall both have monks as major antagonists, and Nightfall also has two dervishes as major antagonists, and Lord Jadoth, one of the Margonite leaders, is a paragon. -- Gordon Ecker 09:34, 17 March 2008 (UTC)
- It's still pretty hard to look evil on a paragon, given the armor choices. Same goes with most other professions, so on that point I agree with "unsigned". --
Alaris 14:18, 17 March 2008 (UTC)
- I can agree with a larger variety of armour options. --Valentein 22:36, 17 March 2008 (UTC)
- The quote from Panaku is a good example, but even as he says it, all of the other characters in that questline call him out on it for being a little too gruesome. All of the necromancer quests are very much based off of the idea that they area a "dark" class. And while many of those skills mentioned can be deadly, they are definitely not dark. In truth, every time a warrior swings a sword he might be cutting into an artery, that skill just gives an in-game example of it. An elementalist can set people on fire, but im sure he could practically apply that as well. Skills that cause disease, or pain? Those "good guy" characters are pretty bad examples too. They have skills that any other monk/paragon/dervish wouldnt have, not to mention that the option to be a priest of Abaddon or whatever isnt given. A monk of Dwaeyna should be different than one of Lyssa, or Grenth. And yes, abilities are definitely what makes a character dark. There is basically no RP in this game. Any qualities your character might have are known pretty much known only to you. --The preceding unsigned comment was added by User:24.0.166.125 (talk).
- I can agree with a larger variety of armour options. --Valentein 22:36, 17 March 2008 (UTC)
- It's still pretty hard to look evil on a paragon, given the armor choices. Same goes with most other professions, so on that point I agree with "unsigned". --
- Even the three strongly "good guy" themed professions: monk, paragon and dervish, have dark sides. Prophecies and Nightfall both have monks as major antagonists, and Nightfall also has two dervishes as major antagonists, and Lord Jadoth, one of the Margonite leaders, is a paragon. -- Gordon Ecker 09:34, 17 March 2008 (UTC)
- On a similar vein, Warriors have abilities to dismember, decapitate, and slice open vital arteries. Rangers have abilities that let them coat whatever weapon they're wielding with poison. Mesmers delude their victims' perceptions. Elementalists can set people on fire! All of these examples of "dark" abilities. "Darkness" of a character is based on the character, not their abilities. --Valentein 07:41, 17 March 2008 (UTC)
- Quoting Panaku, the assasin: "You will learn to revel in the kill, as I do... to watch carefully as the soul flees the body and the animal fear in your victim's eyes turns to blank emptiness. I remember the eyes of every person I have killed."... Call me a softy, but that sounds pretty dark to me dude. (Satanael 07:22, 17 March 2008 (UTC))
- I personally think he is talking more about the armor sets. Paragon may make people "bleed" but that doesn't destroy the point of a "good guy". Armor sets is what makes the proffession more darker. A warrior looks more like a heroic hero in its armor sets. A paragon looks like royalty. If you look at the Necromancers armor, its more evilish and darker. Its got spikes(not blades like sin)on it. I have even encountered a girl necro in Shing Jea Monastary that was wearing a bandana and says she looks like a pirate. Skills doesn't have much to do with the darker side, its more the armor sets in my opinion.--Soccom 03:07, 20 March 2008 (UTC)
Let me start off by saying i play a necro. I have been playing a the same necro since i bought the game, almost three years ago. When u start with a necro every person who bought the game to play it a week and abandon it is going "Eww what a fag" and "why would u play one of those fraeks". Like we had a choice if he looked goth or not. What if u choose ur persona in the begining of the game. After all some necro are happy gp lucky. Or we could do like fable and bioware are doing and let ur actions effect "light or Dark" charaters as u put it.
[edit] Quest Management
Right now as GW1 is, unless you abandon a quest you see them all in the same window, no matter where you are you see the quests for other areas, and when the quest your looking to select is at the total bottom each time it gets annoying (especially as primary quests cannot be abandoned). I suggest instead of the folder ish system we have now where we can 'shrink' a folder from a certain location (when you have quests from 20 locations it doesnt help that much) it would be great to have tabs like those in storage to select quest location from there and see what quest one has active, this would remove the scroll down/ massive # of quests in one screen.
The other suggestion i had regarding quests is some kind of quest log; this would keep track of all the quests you've already done, and all quests you have not taken (just by name) so you know how many quests there are and you know if you've done one for sure. I personally get most my enjoyment out of GW from Quests but i never know if ive done them all, or which ones ive even done on what charcter (with 9 it gets hard to keep track of) this suggestion would make keeping track of quests per character way easier.
68.3.57.167 04:41, 16 March 2008 (UTC)Corwin of the Rose
[edit] Migration of Titles
I have been playing GW for just over a year now, and have been working towards my various titles. It seems through the Hall of Monuments certain achievements will be rewarded. I know Arenanet have said there will be a reward, but we really don't know what. I spent a lot of time and gold working towards my titles, and just like the person above asking about their minipets, these things do mean a lot, and make it worthwhile for a lot of people to play GW. A lot of people play the game so they can work towards titles and show them off. It feels like I am wasting my time now getting the wisdom title, because when GW2 comes out, and even though Guild Wars will be still supported, people will migrate or buy the new version... and eventually I will have no one to "show off" to :-) PLEASE can there be some real means to showoff one's previous achievements in-game. I know it is not practical for each title to be available, but what about max titles? As there are main max title catagories, it would be nice somehow to show you have achieved the 4th level, and have "I Have Many Leather-Bound Books". Thanks. 198.54.202.226 09:23, 16 March 2008 (UTC)
[edit] Char name change
It would be great if it was possible. To prevent people from abusing this maybe as a pay thing 10$ if you want to change? And maybe set a limit for how many times it can be done for 1 char? Would like this was possible in gw1 so you have the names for gw2. Maybe when the char reach the Hall in Eotn? Maiden 09:47, 16 March 2008 (UTC)
--10 dollars? Thats way too much --The preceding unsigned comment was added by User:24.0.166.125 (talk).
- Character name change? Why? The work involved (impression given by Support) seems like a lot. I can just imagine people getting a max level character and going "Yes, that's it, I want to name him Billy!". House Of Furyan 04:03, 17 March 2008 (UTC)
- Maybe if they set it up where you could win name changes or appearance changes through Tournament Reward Points, or something similar.
Blackie ewilson92 22:50, 17 March 2008 (UTC)
- Maybe if they set it up where you could win name changes or appearance changes through Tournament Reward Points, or something similar.
- It would be far easier for them to just do simple cosmetic changes, changing hairstyle and colour, maybe eye colour, tattooes, etc. Changing the name seems like something that would be secondary as I can't think of a reason why I would want to change the name of my characters, I'd just start a new one. House Of Furyan 02:43, 18 March 2008 (UTC)
- The fact that charactor name changes cost is to prevent abuse like say a player called 'bobx' rips people off and like 20 are mad at him before they all report him 'bobx' changes his name to 'frasd' now he can go around game and people won't know that is a big ripoff person by charging people think twice about taking advantage and suddenly changing a name to clear themselves and no its not allot of dev work (wow does it and in prv servers its '.rename charname' involved because its all mysql and the devs can write a lookup/replace script so they add the full name run the script and it sets it so the player next time he logs on has to make a new name just like you do with queries in ms access to change all instances.
[edit] Henchmen choices - more of them.
If Henchmen exist in Guild Wars 2 in any capacity I would like to see more variety when it comes to them. Right now, as far as I know, henchman pretty much run the same build in ever area that they are avaliable and there are only a select few and its a little annoying. More variety was added when each campaign, earth eles instead of just Fire but no water ele? Why no MM? Smiting monk? Choices would be nice. House Of Furyan 03:11, 17 March 2008 (UTC)
- I beleive that their will not be henchment since you won't be zoning, to my knowledge. Were just have companions. Please tell me if I'm wrong.--Soccom 03:13, 20 March 2008 (UTC)
- Most likely we will also have something similir to heroes as well. Though i agree with soccom, because of the likely fact we will have persistent areas, we will not have henchman. Though, here are some options for them:
1.Keep dungeons, missions, and the like instanced areas,and have henchman available there
OR
2.Be able to use them like normal, but they will meet you in a predetermined place near the town/outpost. Also, if you decide to join another person's group, the game will let you decide which henchman to kick, and they will just dissapear, i imagine
--
Raph Talky 21:50, 28 March 2008 (UTC)
[edit] Mission Skip Option
Ever have the feeling like, " I'm not in the mood to do another mission and want to continue to do other things?" Well, I think that there should be a mission skip feature, giving you the ability to skip the mission and can be able to come back to it. -Lu Sen
- They do, it's called, "LOOKING FOR RUN TO..."
Blackie ewilson92 22:52, 17 March 2008 (UTC)
- Missions are one of the ways that the storyline is continued, so I doubt that this is viable.
- I like missions, in fact, I think missions are a highlight of GW. But it's nice when set up like in NF or GW:EN where you're given some choice as to which ones you do (or at least, which ones you do next), or as in Prophecies where you can avoid a number of missions via going through explorables. It makes the game less linear, thus more "alive". --
Alaris 05:08, 18 March 2008 (UTC)
- Forgot to mention, running should be supported. --
Alaris 05:27, 18 March 2008 (UTC)
- Hell no, running sucks and as far as I'm concerned, it's cheating. Don't get me wrong, I'm all for explorable areas going everywhere, but I just freakin' hate seeing lvl 3 chars in Droks or the Fire Islands, they just don't belong there. Getting max armor when you're level five makes mid range armor pointless, and makes those low level areas too easy. I've never let anyone run me anywhere, and I've never run anyone anywhere else, it's just a silly way to take advantage of the game mechanics. Just think of the game as like a constant side of the pool, "No Running!" (Satanael 07:59, 18 March 2008 (UTC))
- I like missions, in fact, I think missions are a highlight of GW. But it's nice when set up like in NF or GW:EN where you're given some choice as to which ones you do (or at least, which ones you do next), or as in Prophecies where you can avoid a number of missions via going through explorables. It makes the game less linear, thus more "alive". --
- Missions are one of the ways that the storyline is continued, so I doubt that this is viable.
- I agree with Satanae 100%. I hate seeing lvl 3's up at the last mission and looking for a run or wanting to get powerleveled. And with armor sets in Ascalon city and everywhere else. Theirs no point in having them their if your jsut going to skip it all for max armor half way down the storyline. It completly destroys the storyline and irrates people who actually "worked" to get their.--Soccom 03:20, 20 March 2008 (UTC)
- You forget that after completing the campaign with one or two characters, people really have no interest to struggle through with each new character they make. If you want to experience the whole game with every other profession, be my guest. But I believe having the option to run through to the important bit and making my life easier is God-sent. I mean, come on, who wants to go through the freakin` jungle more than once unless they have to? Eleventh Panda 06:33, 22 March 2008 (UTC)
- I think that running should be supported. I also think that it wouldn't be a bad idea to put the GW2 equivalent of Drok's or TOA in a place that only someone who obviously earned it could get too.
Blackie ewilson92 15:48, 22 March 2008 (UTC)
- I think that running should be supported. I also think that it wouldn't be a bad idea to put the GW2 equivalent of Drok's or TOA in a place that only someone who obviously earned it could get too.
- You forget that after completing the campaign with one or two characters, people really have no interest to struggle through with each new character they make. If you want to experience the whole game with every other profession, be my guest. But I believe having the option to run through to the important bit and making my life easier is God-sent. I mean, come on, who wants to go through the freakin` jungle more than once unless they have to? Eleventh Panda 06:33, 22 March 2008 (UTC)
You cant really run in gw2 its persistent, you cant run if theres no loading zones all you do is run yourself somewhere. as for missions I understand if you have done it once but it means new players are just wanting to be ferried so they can go OMG MAX ARMOUR LVL 1 I say have restrictions on everything to certain levels even missions that way they cant run it though mby a account flag saying your account has finished once (lvl restrictions are now off)
And no I don't like runners personally soo many first time players missing out on missions etc because they've been run (Yes I saw a first time player in droks asking wheres the next mission and they were level 11 and they said they thought they had to get a run because everyone was talking about it)
This can be solved quickly be using a similar system as WoW. Simply make armor level specific so people cannot run to someplace and buy max armor...they would have to be a certain level to use certain armor.
[edit] Some ideas on skills
1) Make some types of skills less profession-specific:
- Give traps to rangers and assassins.
- Give assassins actual weapons, like swords and blowpipes. Seriously, daggers are embarassing.
- Especially with solo play introduced, it should be easier for any character to do damage, to heal, to summon, and to run.
2) Make some skills have a different behavior in-combat and outside of combat:
- Traps: does AoE damage in combat, but set on the ground outside combat
- Escape/dodge: does speed boost &/or protection in combat, but improved speed boost outside combat.
- Many skills do self-heal or energy regen outside combat.
- Some skills do like the Light of Deldrimor outside combat.
- Some heals (not all of them though) do hard rez outside combat.
3) Have some skills generate different effects depending on some conditions, and some others do random effect.
- Pain or Punishment: If foe has a condition, do extra damage, otherwise inflict a random condition.
- Adding Insult: If a foe has a condition, inflict a random condition.
- Pre-emptive attack: If foe is doing something, interrupt it. Otherwise it does extra damage.
4) Add passive skills, or skills that are easily maintained for most of the time. Some people manage to create builds with less than 8 skills. -- Alaris 05:27, 18 March 2008 (UTC)
- Nice, would like to see some of that. Multiple-phase (in and out of combat) skills I would guess could be achieve, even in the Guild Wars engine. I would also like to see some Nerco res skills, but with a twist. My idea Unholy Resurrection. For those who don't look at my link its basically a res spell that adds the ressed ally kinda like a minion. Would get less healing from monks, and take double damage from holy, but could benefit from Nerco spells - like Blood of the Master etc. House Of Furyan 19:55, 18 March 2008 (UTC)
- I am sorry, but I do not agree with 1 or 2. "1" would "blur" the fine line that separates one profession from another. Besides, giving an Assassin a sword would be just like giving a warrior 3 times the attack rate. You must also remember that you CAN use traps on ANY profession just by setting your secondary profession to ranger. "2" just over-complicates and throws it all off of balance. Remember, balance is the entire basis of Guild Wars. Though, I am in favor of skills that change effect depending on character position,(standing, jumping, running, etc.), jus6t not very dramatically. 3 and 4 are both already in existence and do not need to be "suggested". I think they are all good ideas, it's just that you are asking too much. There still needs to be some level of difficulty to the game, otherwise it is not fun.
Blackie ewilson92 23:17, 19 March 2008 (UTC)
- I am sorry, but I do not agree with 1 or 2. "1" would "blur" the fine line that separates one profession from another. Besides, giving an Assassin a sword would be just like giving a warrior 3 times the attack rate. You must also remember that you CAN use traps on ANY profession just by setting your secondary profession to ranger. "2" just over-complicates and throws it all off of balance. Remember, balance is the entire basis of Guild Wars. Though, I am in favor of skills that change effect depending on character position,(standing, jumping, running, etc.), jus6t not very dramatically. 3 and 4 are both already in existence and do not need to be "suggested". I think they are all good ideas, it's just that you are asking too much. There still needs to be some level of difficulty to the game, otherwise it is not fun.
- Here's what I think would be cool to add: Ritualist skill: Summon Unbound Spirit. it's description would look somewhat like this. Elite Spirit Summon. Summon a level <blank> unbound spirit. This spirit follows you as you move and has -2 health regeneration. This spirit does the same type of damage as your weapon if you are weilding a ritualist weapon, if not, this spirit deals blunt damage. If your weapon requires restoration, the spirit will not deal damage but absorb(minimum 10%, maximum 30%, with 2% increase with restoration attribute)of the damge dealt to your party. This spirit dies after 50 seconds. Just an idea, so feel free to say if it's unclear or not, and i'll explain, and feel free to make changes. Lord Zepherr 09:27, March 29, 2008 (UTC)
oh god, shut up. this is guild wars, not WOW.outside combat doesnt exist in GW
There should be a create corpse for MMs to exist in PvP, because MMs are good but they only get to PvE because of lack of corpse there really should be something like "Corpse Signet" for a free corpse creation skill.
[edit] Races
Hey, this is just a list of races I think it would be cool to be able to play in GW2 or an expansion, based on the fact that many races will have no society to start from in other areas of the world. If anyone else can think of any additional races that would be cool to see as playable, please add them.
Tyria
- Dredge
- Mursaat(NO WAY)
- Dwarves
- Krait
Cantha
- Tengu
- Wardens (lots of people are asking for a more warrior type for the sylvari. I think this would satisfy that)
- Naga
- Yetis
Elona
- Skree(harpies) (they have wings)
- Centaurs
- Forgotten
- Undead
- Heket
--The preceding unsigned comment was added by User:72.1.104.104 (talk).
- Hmmm, I would be surprised if the Tengu and Centaurs did not become playable at some point, given we have henchies/heros for them and we have seen some story-line that is complimentary of these two races even in GW1. Before GWEN, I would have thought dwarves were a sure thing, indeed a lot of people thought they were going to become playable with the first expansion of GW1, alas, not to be. (Satanael 08:17, 18 March 2008 (UTC))
Hey,ur crazy if u want to play the Mursaat.User:MoasRule
- Just to let you know the Skree are actually called Harpy's. Some of the races added in their were actually nemises in GW1 and really don't think we would want to play them in GW2. Besides it would make it a lot more like WOW. I would like to see more races that the humans were allied with in GW1. Like centaurs(from NightFall), Dwarves and Tengu.--Soccom 03:28, 20 March 2008 (UTC)
- hey,forgot to sign the above, but what I want to add is that I seriously think that the skree, or harpies, would be a cool playable race. who says that all the characters you play will be alligned with the "good" guys, and who knows what the history has been for them. I may add more of an Idea for their history on my talk Skree Idea. . Dwarves are deffinately a no-go, because just considering their history they would probably end up as a alpha-race or whatever, and that has killed more than one game. I also think that the mursaat would be a killer race to play, and it has been hinted that they have a cool future in gw2. actually, considering how much i wrote on the skree history, if no one makes a comment saying I shouldn't, Im going to post the idea at the top of next months page first thing Farwind 00:55, 22 March 2008 (UTC)
- Well the Undead are one of the enemies in GW2 and the forgoten are already nearly extinct in GW1. Ye more new races would be fun, only because they will have new starts and storylines which is why I only really play one character currently. I agree tho I expected them to add the Tengu and Centuaurs especially after you work with the Tengu on one ofthe bonus mission pack missions.
- hey,forgot to sign the above, but what I want to add is that I seriously think that the skree, or harpies, would be a cool playable race. who says that all the characters you play will be alligned with the "good" guys, and who knows what the history has been for them. I may add more of an Idea for their history on my talk Skree Idea. . Dwarves are deffinately a no-go, because just considering their history they would probably end up as a alpha-race or whatever, and that has killed more than one game. I also think that the mursaat would be a killer race to play, and it has been hinted that they have a cool future in gw2. actually, considering how much i wrote on the skree history, if no one makes a comment saying I shouldn't, Im going to post the idea at the top of next months page first thing Farwind 00:55, 22 March 2008 (UTC)
I like the idea of some of theses races...but a think that Anet have missed out a really big race which i haven't heard any news about being able to play....dwarves..its not really that much of a problem but as they are part of the story for Prophercies and EotN i think they should be playable :)
Auron Bushi: The age of the dwarves is no more friend plus every game and its mother has Dwarves, its getting old. if GW so much as had an elf walk in the background of a cut scene i'd be forced to quit playing (I hate Elves). At any rate i was Realy suprised to see tengu weren't one of the playable races, they apear so often in prophesies and factions and though i have not seen any in GWEN i'm sure they are there. they are obviously intelegent and have a well defined culture not to mention they are frikin awsome. As for the Naga, this is what i REALY want to see be a playable race but one could imagine the work needed to get these guys up and running. Think armor, it would be pretty hard to make a variety of armor for each profession based around a snake, though they did pretty good with the image art for the existing naga one would expect more for a playabe charater. all the same i have faith in the game devs and though they may not be up to the challenge at the moment i'm sure one day soon they will be willing to add this fascinating raace to the game as a playable char. 68.240.250.180 16:13, 1 April 2008 (UTC)
Shadow Karnus: Yeah Dwarves died out, it's all in the story during EotN..they all got turned to stone so yeah.... I also agree there should be a race like the Naga or something which would be snake based and probably have some strong poison attacks(just an idea) I don't really understand why 'enemies' from GW1 can't be playable in GW2? I mean the Charr were MOSTLY enemies in Proph. and EotN but they made it. It would be awesome going around as a Mursaat or Margonite, in fact I think that the game would benefit if there were darker species not only professions such as the Undead, the ones I listed, maybe the Sears because their history is very shady. 22:52(+2GMT) 1 April 2008
Exactly why can't we have the mursaat? You don't have to have spectral agony, Anet are creative enough to overocme that somehow with some lore changes. They have many possibilitys for race buffs and best of all they look REALLY cool, personally I feel they are one of the bestt designed races. I won't come up with ridiculous excuses or reasons if you do but, please someone tell me why not? The Hitmans Paradox 19:48, 2 April 2008 (UTC)
I personally think that the Tengu DESERVE to be in GW2 because they were in 3 of the 4 campains and they were their allies in one of them. they deserve it more than the dwarves, the charr, the asuran, the norn, and the silvari, because the charr and dwarves have only been in 2 games, the norn and asura have only been in one, and we haven't even seen the silvari yet! and besides...if in Cantha they pushed out all non human races...where did the Ancghu Tengu tribe go? If they leave out what happened to the Ancghu tribe...i've lost a lot of respect from the GW2 designers. They should say that since that tribe was pushed out, they migrated to Tyria before the water routes to Tyria was sealed, making it possible for us to use tengu.
[edit] More Weapon Choices
I'd like to see more choice in the next game when it comes to weapons. A good example would be a whip as an alternate choice for an assassin or ranger weapon, or possibly both, a flail for the warriors, and with the monks earning actual brass knuckles or even a staff that could e used for melee. --The preceding unsigned comment was added by User:72.1.104.104 (talk).
- On my own suggestion page I wanted combat styles,(mabye the abilitie to change a single weapon from melee to ranged at a push of an icon, kinda like on warhammer 40,000 pc game) would be nice to see a staff armed monk attack from range with it, then charge in staff swinging into melee - like how Cynn is shown using it for melee in the opening Proph video. House Of Furyan 20:13, 18 March 2008 (UTC)
- I acompletely agree, there really isnt any reason that a ranger couldnt use say, a spear, to do the same things that hes doing with his bow. Confining it to just ranged weapons makes sense, but only bows? Thats just silly.
- What i would like to see is rangers having crossbows. I never got why GW1 didn't have crossbows for the rangers. I much rather prefer Crossbows then regular bows.
- I Think close range spears would be a nice addition, I mean, they have made skills like Spear Swipe it would make them a lot like Dragoon Knights from FF and other RPGs :P ~ Firoas.
12:33, 25 March 2008 (UTC)
- I Think close range spears would be a nice addition, I mean, they have made skills like Spear Swipe it would make them a lot like Dragoon Knights from FF and other RPGs :P ~ Firoas.
I play a necro and when i started GW i wanted to use a sword. I tried a warrior but always came back to my necro cuz i liked them. But,as you know,necros just dont use melee wpns. What if there where skills and wpns so that u could use a proffesion combo like N/W and be effective. Like putting a cusre or hex on ur wpn like a buff.
[edit] Shape Shifters
I'm reorganizing my thoughts about this as my thinking on it becomes more clear, so forgive me if this is a little bit different than my original post. Anyway, the idea is for a race of shapeshifting creatures. These creatures will have a relatively simple character creation to start, in that you will be immediately shot to the game as a simple ooze or blob-like thing, in which you will be greeted by an elder of your race and instructed to kill one of a choice of different captive creatures, each of a different species. Once you have killed one of these captives, the elder will instruct you on how to shape shift into the form of that species by devouring its corpse. Once you have chosen the species for your first shape shift, this will become your default form, and you move into a character creation in which you get to customize your appearance in that form.
From then on, you have only one way to gain skills, by killing and eating bosses of other species, and putting their essence into a Totem. Once you have a totem, you can temporarly shift into that form whenever you want. When you shift into a new form, you gain a small skill set unique to that form (kinda like Ursan or Jenundu). You can only carry around a limited number of totems at one time, but you can create totems of many many different kinds of species, each with their own skill set. This would not necessarily be more powerful than other species because you do not have the wide variety of professions and skills that other species have, you just have different combinations of skill sets in the form of different totems. You are versatile in one respect because you could be a monk one minute and then a warrior the next, but you do not get to make your own builds, per se, as the skill sets for each totem are the same every time.
Maybe to make it a little more fair, you can customize the skill set of your default form, and you learn those skills by killing others of that species. For example, you get 5 skills for your default form, and 3 totems, and each totem has 4 skills. You can customize your default 5 skills all you want, but the skills in the 3 totems are static.
Furthermore, I think the look of these creatures, in their default form, would have to be slightly more naturalistic, and a little on the evil side. Maybe some body paint or tattoes, but highly restrictive armor may be problematic in the shape shift, so the default form might have to go a little bit au naturale. In this case, because armor might not work very well, these creatures might have to be more naturally tough than others, gaining armor points with experience. And they should look a little evil because, let's be honest, they get more powerful by killing things, that's like the Hallmark card of evil.(Satanael 08:34, 18 March 2008 (UTC))
- This isn't the definition of shape shifting..Shape shifting means you can only shift into 1 form. And I too think this is the most stupid idea that I've seen. It does not only steal the idea of the norn it would be unfair because you wouldn't be bonded to 2 proffesions. This would totally outbalance the game.. And you shouldn't make up new races for GW 2..and there will probally only be playeble races that appeared in GW1
- I thought the Idea Sounded kind of cool, though you do have a point about it unbalancing the game. I'd say we wait and let the people evaluating these sugestions read this idea. It could be easily a cool race. And shape shifting in general is not limited to only going to one other form.
- Shapeshifting doesn't necessarily have to unbalance, shapeshifting could be beneficial for your profession / skill bar, skills may reach their potential when you're in the form of a bird or a wolf or some-such. Shapeshifting doesn't have to give a complete new skill bar like Ursan does, it could simply compliment the skills and give physical change too. House Of Furyan 19:38, 18 March 2008 (UTC)
- Pretty sure the Norn have this ability anyway. I don't know whether they're limited to bear form or whether they have forms for the other four (I think?) totems in GW2 as well, though. -- Sirius (talk) 11:26, 19 March 2008 (UTC)
- Who ever said that shape shifting only means being able to change into one form? Dont make stuff up aqnd try to put other people down... Personally I think its and OK idea, and despite it may seem like it'd outbalance the game - i'm sure some nerfing would make it work. --The preceding unsigned comment was added by User:Taunted Flail (talk).
- I would like to see some kinf of humanoid for the default form. I just have this image of ugly little blobs rolling around town. If its humanoid we could keep our character creation process as it is.
- Who ever said that shape shifting only means being able to change into one form? Dont make stuff up aqnd try to put other people down... Personally I think its and OK idea, and despite it may seem like it'd outbalance the game - i'm sure some nerfing would make it work. --The preceding unsigned comment was added by User:Taunted Flail (talk).
- Pretty sure the Norn have this ability anyway. I don't know whether they're limited to bear form or whether they have forms for the other four (I think?) totems in GW2 as well, though. -- Sirius (talk) 11:26, 19 March 2008 (UTC)
- Shapeshifting doesn't necessarily have to unbalance, shapeshifting could be beneficial for your profession / skill bar, skills may reach their potential when you're in the form of a bird or a wolf or some-such. Shapeshifting doesn't have to give a complete new skill bar like Ursan does, it could simply compliment the skills and give physical change too. House Of Furyan 19:38, 18 March 2008 (UTC)
- I thought the Idea Sounded kind of cool, though you do have a point about it unbalancing the game. I'd say we wait and let the people evaluating these sugestions read this idea. It could be easily a cool race. And shape shifting in general is not limited to only going to one other form.
- I like the idea, but,it ahould go into(if there is one *rolls eyes*)*pauses for dramatic effect*..... GW3. Moas Rule
[edit] Pets
I just think a more advanced pet system is needed. In GW1, you just find a pet you want and tame it. Period. I think you should be able to feed pets, too. I mean, say I just got a half-eaten carapace, but I don't want it, and the price is too low to sell it. I could open a special pet inventory (this means you could also buy special pet armor and have your pet wear it)and drag it there. The pet would eat it, and gain a 1% morale boost.I also think you could like, ... What I mean is that, say I wanted a flamingo but I wanted it to bond to me,I could find a flamingo nest and get an egg. Then I would go someplace to hatch it. Then you would see a clip of the Flamingo chick hatching. Once it hatches, it would be lvl 1.(from level one to level 5, when you fight, it would go hide in a nearby bush or something)I also think that it should grow bigger every level you raise it.(For mammal pets, you could find a cub or pup or whatever.)P.S. Make ones like Black Moa eggs harder to get. User:MoasRule
- Here is another thing I thing GW2 should have.....MORE PETS!!!!!! I think GW2 should introduce pygmy hippos again. And make pets like the Black Moa and Rainbow Phoenix should be easier to get. You should also make it so if you have a pet with you and you see a cool pet ,but theres no city nearby, that you could tame it and when you went in a city,(P.S. I also think that you should be able to see pets in cities)The newest tamed pet would go into your pet storage.(This would also work with any number of pets.) User:MoasRule
- You also be able to name your heroes or companions' pets. User:MoasRule
- Here is a list of new pets I think should be tamable:
(Please add any kind of pet you would like)
- Swarm of Bees (Attack:Sting)
- Penguin
- Goat
- Snake
- Gold Snake (Only available with "Search for the Golden Snake" quest active)
- Chimpanzee
- Moss Spider
- Turtle
- Rabbit
- Cow
- Panther/Black Leopard
- Gorilla
- Horse
- Rhino
- Pygmy Hippo
- Leopard
- Kangaroo
- Kangaroo Rat
- Fiery Pheonix
- Pig (NOT a warthog, a PIG)
- Cat (a mini version of a Melandru's Stalker)
- Dog
- Zebra
- Sheep/Ram
- Fennec Fox/Gray Fox/Red Fox
- Fire Fur wolf
- Army of Ants
- Chicken
- Sunbleached Moa (Attack:Sunburn)
- Jade Moa (Attack:Crystalize Enemy)
- Golden Firemoa (Attack:Burnup)(It can fly)
- Raptor
- Giant Mechanical Chicken
- Caribou
- Bull
- Small/Trained Devourer (like Joe the Devourer)
- Komodo Dragon
- Giant Beetle/ Cockroach
- Undead Creature (without degen)( similar to a flesh golem)
- Baby Elephant
- Vulture
- Giant Frog
- Bipedal Dinosaur (other than raptor)
- Small Wurm (like the Pre-Searing Plague Wurm)
- Pterotactyl/Pteranodon( flying dinosaur)
- Ooze
- Llama
- Coyote
- Porcupine
- Brown Bear
- Peacock
- Giant Salamander
- Young Tyrannus
- Young Ceratadon
- Mantid
- Incubus
(the pets marked in bold have a unique statue in the Hall of Mouments) User:MoasRule
- I think your ideas are really cool but about the cantha and elona pet thing..We're not sure if we can get there in GW 2 =)
Another thing is that pets should have skill bars.MoasRule
- Rather then a whole skill bar I think they should get 3 slots(one permamently taken by the pets exclusive attack, e.g. sting for the bees. and the other 2 should contain pet attacks that they activate independantly(e.g. Poisonous Bite) rather then the GW1 click to make your pet's next attack that skill since 2 of your skill slots are going to be taken up GW2's equivilant of charm and comfort animal I think the pet should get 2 slots in return.(Marsc 15:49, 21 March 2008 (UTC))
- ...what? Suggesting quests is fine, even if they should go under a separate heading, but why are you using quest names without even saying what the quest IS? I'm pretty sure no details on specific quests have been released for GW2, so this must be the poster's own idea - but us readers have no idea what your quest is! -- Sirius (talk) 12:22, 23 March 2008 (UTC)
Can we have it so multiple pets can be tamed but only one active at a time like with heros? --EvilRedStapler 03:45, 24 March 2008 (UTC)
- Haven't u heard? A-Net is considering a pet stable!! MoasRule
At the moment I avoid using pets because I feel they're not worth 2 skill slots. You can leave animal res skills out, but then if they die they're dead until you change areas. I suggest combining charm animal and comfort animal equivalent skills in GW2 into 1 skill, because you can't charm another animal when you have a pet out anyway. Also, I don't really see why all your skills have to be disabled when they die. Your skills don't get disabled when allies die, so why for the pet, which is just another ally after all. I agree with the idea of being able to keep and train multiple pets, just only being able to have 1 out at a time. I would definately use the beast mastery equivalent then.--Eldris 15:25, 26 March 2008 (UTC)
- While merging Charm Animal and Comfort Animal together would be a good idea, what I'd like to see more would be taking advantage of the companion system with pets. That would be all the justification you need to give them their own skill bar (as mentioned above), and mean you don't need to waste any room on your own skill bar just to have them. True, certain things like runes and insignias wouldn't work, but since we don't know how/if they're treating runes and insignias in Guild Wars 2, much less how they will be treated in regard to companions, I think it is a good enough idea to toss around in hope of actually happening.--Ryan Galen 13:13, 1 April 2008 (UTC)
Why hasn't anyone said mounts? i want mounts!
I don't care what pets there are, I just would like them BIG... I think a lot of players want that. My favourite pet? Siege devourer.... You could make small ones, but you might made it possible to ride the bigger pets though only under certain circomstances, like when you fed them with something, or you reached the title of Pet care I donnow, it's just an idea :) Spirit Of The Linx 14:54, 1 April 2008 (UTC)
This is probly going to piss off the Rangers but what if a pet was actually a pet. Instead of charming then u could be hunting in the woods, find a wolf and become friends with it. by fedding it or playing with it. And any Profession could do this. But the difference is that the more u work with ur pet the better it gets. And each proffesion could get different skills for it. Like a necro could make it undead, a ranger could use as transportation(yes i mean rid it) and a Warrior could cover it in really thick armor.
Maybe we could have Albino pets. They would be REEEEEEEEEEEALY rare though.MoasRule
[edit] Training Groups (Continued)
This is a more developed version of my above idea for training squads. Everything said there still applies, but add these rules to it:
1) You only remain in your group as long as your level is within about five levels of the group average. Once you exceed this number or if it rises above yours, you may go to an NPC in town to ask to be reassigned to a group with a higher average. You will be reasigned to the next highest group with the lowest number of players in it.
2) You may also ask to be reassigned to a group with a simmilar average level any time you want. This will be a good option for players who are in an inactive group.
3) You may ask to be reassigned to someone elses group if you know the name of that group. Someone in the group must accept you with a few days of your request.
4) The member of your group who has the most experience points is captain and gets to choose the name of your group.
5) The number of members in a single group cannot exceed 40.
6) You may start your own group by asking the NPC in town to start a roll call. If 17 more people of the same race then ask to join your group in the next five mintues, then you have a new training group. This would be very difficult, but if you can get enough of your friends together at the same time, why not?
This will mostly ensure that you are always in contact with about 20 people who are probably doing the same missions as you and have access to the same areas you do at all times, and increase the realism of the game by simulating the social systems of the individual races. Charr warbands might be able to declare loyalty to one of the four legions or start thier own legion. Krewes might be able to apply to certain projects and access special missions. Similar benefits could go to each of the races. You might also be able to win special rewards for your group or tattoo thier symbol somewhere on your body. It would be interesting if some groups became highly revered and it was a mark of your playing ability to be included in them.--Shai Halud 20:21, 18 March 2008 (UTC)
[edit] Guild Wars 2 - Chat/Message/Talk Systems!
It always annoys me when a friend is away, and you have no clue when they will be back or what there doing. Just give us some features so we can make an automated away message system!
This one might be a bit too much, but they could make some cash and allow the game to run flawlessly by implementing this one. Just make a built in team speak/ventrillo-like client in the game. Allow your PVP group to invite them easily via the game to your verbal conference chat. No more hassles with the new guild members to download, install, and numerous other steps to get connected with a guild chat client. Allow anyone to purchase either a one time fee, or even an annually fee to pay for the service maintenance. (Or best free ^^).
Just like your typing chat for your team, only a few buttons to get you started. Like an invite all button.
Of course password protection should be implemented so if your in a town, you can tell someone that your buying that "1337 sword from" and you can have a verbal person to person bargain. It would minimize the spam in chat channels, and allow those people who spend countless hours of typing on gw a chance to really interact with the community.
-status messages
-ts/vent-like built in game system
One thing I think would be a very good feature would be to implement optional message archiving for whatever is currently selected on the chat window. This would make it easier to find that 'one' person you had an interesting discussion with, etc., but could also be a BIG benefit when it comes to dealing with the (unfortunately) ever-present scams.
As to identifying which line is from which 'thread', be it alliance chat, local chat, etc., just put the thread id in a tag like '[' / ']' or maybe something a bit more unique (read not currently heavily used, as the '{' and '}' are for Whispering).
Just a thought ... Algonda 10:31, 28 March 2008 (UTC)
[edit] Customizable minipets
It would be cool to "make" your own minipet by finishing a certain quest. User:MoasRule
- Well that wouldn't be the best in my opinion. I think we should have a variety of more minitures. In GW1 we had characters and nemises that were our minitures. Why can't we just have tigers, phoinexes and foot soldiers?--Soccom 03:38, 20 March 2008 (UTC)
What I mean is like you could make a minipet of ur char.MoasRule
- Its possable. =)--Soccom 02:38, 21 March 2008 (UTC)
Making your own minipet is already possible in GW1, didn't you notice? The Black Moa Chick Spirit Of The Linx 14:55, 1 April 2008 (UTC)
- OF YOUR CHAR!!!!!!!!!! You didnt read the thing i put. MoasRule
Maybe that's becos my answer on your text was first right under It would be cool to "make" your own minipet by finishing a certain quest. , but in some kind of strange way, my text has been moved to the place where it is now... I wonder who would have done this... Spirit Of The Linx 17:36, 2 April 2008 (UTC)
- Oh. Sorry.MoasRule
[edit] Default Hotkey Mapping for Left-handed Players
Seeing that GW2 will dump click-to-move for keyboard controls, I was hoping that GW2 would provide a default mapping of hotkeys for left-handed players (who mouse with the left, and key with the right). For starters, WASD would be IJKL, instead (providing a comfortable space between hands, and convenient access to the space bar), Skill window would be assigned to S, Quest Log window to Q, skillbar would be shifted to 3-0, etc. Basically, a mirror of the default hotkey mapping, with some adjustments (like I did above) to make memorizing hotkeys easier. This would certainly save us the trouble of having to re-map the majority of the hotkeys. → BROWNSPANK 06:51, 20 March 2008 (UTC)
- I don't know about lefties, and it seems to be a good idea to me, but I would also like to add that instead of being tied down to the 1..8 keys across the top of the keyboard for certain skills, why not also allow the same functions to be activated from the keypad? Mine is always (unless I've messed up) on NUMLOCK, so if you're wanting to use skill 5, let's say, you'd have two keys you could press which would activate it. Algonda 10:38, 28 March 2008 (UTC)
- I think that customization of hotkeys is quite enough for this. It really isn't hard to set up the keys and you really get used to it fast (especially if you set it up when you first start the game. 75.93.203.140 00:47, 19 April 2008 (UTC)
- I don't know about lefties, and it seems to be a good idea to me, but I would also like to add that instead of being tied down to the 1..8 keys across the top of the keyboard for certain skills, why not also allow the same functions to be activated from the keypad? Mine is always (unless I've messed up) on NUMLOCK, so if you're wanting to use skill 5, let's say, you'd have two keys you could press which would activate it. Algonda 10:38, 28 March 2008 (UTC)
[edit] Making Weekend Rewards Accessible to Everybody
Problem: Right now weekend rewards are only accessible to those players who are online on weekends. Being a weekday player myself I am not particularly happy with the current system.
Solution: I suggest a "Book of Rewards (or good Fortunes)", just like the Dungeon Tome. It has one page for every possible reward and on that page are stored the remaining uses of a reward. Each player can activate their personal reward session whenever he/she likes. Click on the entry in your Book of Good Fortunes and gain the benefit. Instead of having to play on holidays and weekends, I can actually reap the rewards when I am able to play. Therefore 100% of the players will be happy about the double-X announcements and the currently widespread moaning would disappear. Each week Arenanet can announce which page of the book will be charged with additional time and players can rejoice.
How it works: After triggering the reward from the book, it will act as a buff visible in your display, much like "dishonor" works. Instead of giving players a "72h double faction weekend" we instead receive a few hours worth of increased drops or double faction, etc. By doing this Arenanet can ensure that all players get the benefits and more importantly the "order of the extreme weekend grinders" does not gain too much of an advantage. Right now they primarily reap what the Double-X weekends offers.
Anti-Exploit Layer: With the Book of Good Fortune I might get less than 72h, but I can use every last minute so to speak. If I log off, the counter will stop, saving my remaining time. In order to stop exploiting, the game will deduct 15 minutes from your remaining time upon activation and 1 minute per minute after the initial 15 minutes are up. That way people can't exploit the Book of Good Fortune, e.g. triggering it for a minute, have the boss drop, log off and "save time". As an option some weekend reward could be retooled to be triggers, e.g. next boss kill, next dungeon completion. Instead receiving timed buffs on their account, people would get "charges" in their book, much like consumables.
Closing Statement: The Pros will have no reason to complain, because it is equal treatment for everybody. The casual players will subjectively (!) feel more rewarded since a higher percentage of their playing time will be under improved conditions. From access to special areas, to increased and special drops, to buffed stats all players can now be happy. The weekly "Tuesday moaning" would finally end as neither job nor family obligations stand in the way of what I believe was originally intended to be a good gesture to everybody by Arenanet. --4thvariety 05:47, 2 April 2008 (UTC)
- Or you can just have the weekend specials expand from Monday to Sunday. =)--Soccom 02:41, 21 March 2008 (UTC)
- I very much like where this idea is coming from, tho the proposed mechanics could use a good comb. I would like to bring to your attention as well that not the whole world have their weekend on Saturday and Sunday. Here in the Arabic world it's Thursday and Friday. Which means you could never make everyone happy unless you let them have their bonus at their own convenience. Still, I do understand that having a global set period for bonuses adds a group-mood to the whole GW community, which is a plus. Eleventh Panda 15:57, 22 March 2008 (UTC)
- Yeah, I've always felt that these weekends serve to bring people together in one corner of the game, to bring about a stronger sense of community (and make it appear the community is larger than it actually is). That said, I wouldn't mind a "Bonus week" except then heavy players would reap a larger share of the rewards. So maybe the bonus should work for you for 48 hours from the time you first login after Friday noon to Monday midnight, making the bonus last until Wednesday midnight for late players. Sounds a bit complicated, though, so I don't expect it to be done. (mendel 84.128.232.147 02:02, 24 March 2008 (UTC))
- I very much like where this idea is coming from, tho the proposed mechanics could use a good comb. I would like to bring to your attention as well that not the whole world have their weekend on Saturday and Sunday. Here in the Arabic world it's Thursday and Friday. Which means you could never make everyone happy unless you let them have their bonus at their own convenience. Still, I do understand that having a global set period for bonuses adds a group-mood to the whole GW community, which is a plus. Eleventh Panda 15:57, 22 March 2008 (UTC)
[edit] Separate PvE and PvP skills
As of now in GW, every time a skill is balanced for use on PvP, something on PvE gets weird and needs further fixing. Or if a skill in PvE is not being used as intended, the fix leaves a PvP skill that not everyone will be happy with. I would like it if we could avoid this problem in GW2 by making the way skills work for PvE and PvP separated, so fixing one of them doesn't break the other. Not sure how easily this could be implemented, but maybe some options could be:
- Assign two functions to each skill, one for PvE and one for PvP (so changing one doesn't change the other).
- Create PvE and PvP only skills, both mutually exclusive, and remove any posibility of PvX skills.
I mean... skill balance has some weirds effects on old content...--Fighterdoken 05:15, 21 March 2008 (UTC)
- this idea, of course, ruins the whole idea GW was set upon. Instead, try to balance them right, that's about the obvious solution. Image:Nuclear7 sig image2.jpg nuke7 Image:Nuclear7 sig image2.jpg 15:32, 21 March 2008 (UTC)
- That's precisely the intention. GW is GW and GW2 will be GW2. If there was something that didn't really worked as needed in GW, and there is a chance of fixing it in GW2, why not doing it? Balancing skills is a lot easier to do if you just need to care about how they affect one way of playing (same as trying to balace "skills for roles" instead of "skills for classes").--Fighterdoken 20:49, 21 March 2008 (UTC)
- IF GW2 doesn't have a part of GW in it, no one will buy it. Just balance skills properly, don't turn pve into joke mode, and everything will be alright. Image:Nuclear7 sig image2.jpg nuke7 Image:Nuclear7 sig image2.jpg 22:59, 21 March 2008 (UTC)
- That's precisely the intention. GW is GW and GW2 will be GW2. If there was something that didn't really worked as needed in GW, and there is a chance of fixing it in GW2, why not doing it? Balancing skills is a lot easier to do if you just need to care about how they affect one way of playing (same as trying to balace "skills for roles" instead of "skills for classes").--Fighterdoken 20:49, 21 March 2008 (UTC)
- this idea, of course, ruins the whole idea GW was set upon. Instead, try to balance them right, that's about the obvious solution. Image:Nuclear7 sig image2.jpg nuke7 Image:Nuclear7 sig image2.jpg 15:32, 21 March 2008 (UTC)
- This might ruin what Guild wars was set upon but I always thought it was a good idea to just have PVE and PVP kind of mixed in together. LIke you don't choose a PVE and PVP char. You choose a char who starts of in Cantha or wherever and then can travel to Battle Isles. Although that maybe not the best idea from many other peoples points of view.--Soccom 02:54, 22 March 2008 (UTC)
- An advantage of having the same skills for PvE and PvP is that you can get comfortable using them in PvE before you get pwned in PvP. Another is that you can have missions that involve PvP integrated into the PvE storyline. Plus everybody's assuming that ANet never nerfs skills to kill botting builds... (mendel 84.128.232.147 01:55, 24 March 2008 (UTC))
- You could still keep the first "advantage" by giving two different functions to a same skill (by example "does 1..2..3 damage, does 25% less damage to PCs"), the second could be worked treating it just as PvP (like the match when leaving Pre-Searing). And you gave a reason why is an advantage to actually separate them. Just so PvP players no longer have to suffer because of PvE fixes to bots/farmers/runners, and PvE players no longer have to suffer by a PvP balance that "tried" to put skills in game again, or tried to fix a "clever" way of playing (for not saying, griefing) :).--Fighterdoken 02:13, 24 March 2008 (UTC)
- As I said, don't make pve into joke mode, balance skills properly, and no one will complain. See GW proph. Image:Nuclear7 sig image2.jpg nuke7 Image:Nuclear7 sig image2.jpg 17:58, 24 March 2008 (UTC)
- Yeah, because Prophecies hasn't been hit by the "let's make this skill more useful" bat... oh, wait, Talk:Word_of_Healing#Desert Missions. Try doing them with Prophecies-only skills and Prophecies-only resources (only hench) :).--Fighterdoken 18:10, 24 March 2008 (UTC)
- PvE and PvP are nothing more than jokes after all the supposed tries to "balance skills properly" from the skill balancer. The only way the skill blanacer can come close to decent balancing is to make it easier on him by seperating PvP and PvE and listing to actual PvP players for PvP balance and listen to actual PvE players for PvE balance, and dispite what idiots want to think, actual PvE players don't want the dev skill bamph!. (ex: An actual challenging PvE would be greatly wanted with alternating skill sets just like Hard Mode was supposed to have instead of silly little buffs that don't do much other than make things duller.) Also, it would be better for the GW community as it would help get rid of the PvP vs PvE control issues over the other that the current balancing system has caused to worsen so much. Besides, GW2 is supposed to be a completely new start to try and fix all the issues they made with GW and this is one of the biggest issues and it's only divided the fanbase far to much. ~
Sabastian 03:54, 31 March 2008 (UTC)
- PvE and PvP are nothing more than jokes after all the supposed tries to "balance skills properly" from the skill balancer. The only way the skill blanacer can come close to decent balancing is to make it easier on him by seperating PvP and PvE and listing to actual PvP players for PvP balance and listen to actual PvE players for PvE balance, and dispite what idiots want to think, actual PvE players don't want the dev skill bamph!. (ex: An actual challenging PvE would be greatly wanted with alternating skill sets just like Hard Mode was supposed to have instead of silly little buffs that don't do much other than make things duller.) Also, it would be better for the GW community as it would help get rid of the PvP vs PvE control issues over the other that the current balancing system has caused to worsen so much. Besides, GW2 is supposed to be a completely new start to try and fix all the issues they made with GW and this is one of the biggest issues and it's only divided the fanbase far to much. ~
- Yeah, because Prophecies hasn't been hit by the "let's make this skill more useful" bat... oh, wait, Talk:Word_of_Healing#Desert Missions. Try doing them with Prophecies-only skills and Prophecies-only resources (only hench) :).--Fighterdoken 18:10, 24 March 2008 (UTC)
- As I said, don't make pve into joke mode, balance skills properly, and no one will complain. See GW proph. Image:Nuclear7 sig image2.jpg nuke7 Image:Nuclear7 sig image2.jpg 17:58, 24 March 2008 (UTC)
- You could still keep the first "advantage" by giving two different functions to a same skill (by example "does 1..2..3 damage, does 25% less damage to PCs"), the second could be worked treating it just as PvP (like the match when leaving Pre-Searing). And you gave a reason why is an advantage to actually separate them. Just so PvP players no longer have to suffer because of PvE fixes to bots/farmers/runners, and PvE players no longer have to suffer by a PvP balance that "tried" to put skills in game again, or tried to fix a "clever" way of playing (for not saying, griefing) :).--Fighterdoken 02:13, 24 March 2008 (UTC)
[edit] Proper Big Cities and Big diverse Maps
Country sides, wetlands, forests etc are all good and all but have been done like anything in rpg's. Lets get something that other games don't do that often and that is big cities I mean really big multi level etc (like this vanguard city but way bigger).
I want it to be and feel that you are in a proper city than just a little village that everyone does.
Also What about a massive map area bigger than all of wow, bigger than all the guildwars games combined (Total world map space). Lets have something that is really big and diverse.
When I see say say a desert in the game its usually pretty small what about one you can totally lost in and walk for miles and miles with the same type of landscape unchanging but with hoards and hoards of desert enemy creatures popping out of the sand.
Diverse maps types: (add your own type you want to see)
- city in jungle desert or iceburg with a certain place to fight creatures that can only be found in that little area
- City built on a massive lake
- City in the sky
- City underground (still in persistence meaning no loading screen)
- City under the water with a glass dome roof
- Big desert with creatures popping up from the sand
- A huge city that actually forms somewhat of a continent, with different divisions of the city being different explorable areas
I find myself in every game exploring the entire map and going thats it ... thats how much area there is. I really want the size of the world big so it would me ages to explore and even then I wouldn't have explored enough. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- Kaineng captured the essence of being trapped in a big city, right down to getting horribly lost because of a wrong turn. --Valentein 18:54, 23 March 2008 (UTC)
- I beleive that was due to bad minimap design not supporting multiple levels etc if done right on map design it would be great. (In some games they only map your current immediate area and if its a different hight its say semi transparent in the minimap until you get there) < I believe this would work very well here --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- This would be so awsome. Lions Arch is the capital city of Kryta, but when i'm in it it seems liek an insignifigant spec of a city, the market are ais too small, and theres absolutley no housing!. so what if with the multilevel idea, thre was a market level, a housing level, a training level, and a type of arena level, all linked together by migically powered, (or maybe asuran designed) elevator like platforms. Lord Zepherr 09:56, March 29, 2008 (UTC)
- Exactly we always hear in lore and in quests etc that insert (town/area) is a big capital soo big that are x thousand people in it etc (Final fantasy 12 rabinaster was a prime example how to make it look soo big in concept but really small in game) even the concept art and in game paintings etc usually show it a big massive fricking city and you get there and its 1/100th of the size that its told to be. Different levels for different things with magic elevators yea sure if thats how the lore designs the city to be usually cities even in real life are in districts anyway so that wouldn't be a problem.
- I had a thought, what about a city underground, like that's where the last bit of ascalonians fled a long time ago during the searing, they prospered undergroudn becasue the destroyers never made it that far, which woudl tie into Eye of the North, and have just recently reappered. That could explain all the pre-searing NPCs that dissapeared, plus, maybe that would work for the next heir to ascalon, like ruruiks baby cousin's descendant or whatever, and you could choose to be that character. Lord Zepherr 09:28, March 30, 2008 (UTC)
- Had this thought myself but somehow I missed it making the list so added it in with the fact there needs to be no loading screen to get into it meaning that its in the persistent world also.
- Yea, like ther's some sort of boulder blocking up a cave, and some scholar gives you a quest to try to remove it because he thinks there might be life down there, no portal, just a blocked passage. Lord Zepherr 09:44, March 30, 2008 (UTC)
[edit] Alternate Control Mechanics for minigames etc
Something that I always wanted in games and a few games do have this and thats alternative control game mechanics for miniquests etc.
Gw1 minigames like (Polymock/RollerBeetle Racing) disapointed me because it was exactly like what you do with your charactor use spells and fight.
Things like alternative controls and mechanics for minigames like say rollerbeetle racing you would have accelerate/decelerate/handbreak and fire rockets off etc for controls etc other than just spells etc. and it would actually feel like it was its own separate game inside of the main game and like you were doing these things other than just a re-skin ontop of a current control system. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- I think to be honest that would put me off playing mini-games. People know the main game controls and are familiar with them. Having to learn a whole new set of controls just for a mini-game doesn't really seem worth it, and even annoying.--Eldris 15:13, 26 March 2008 (UTC)
[edit] Pve Content for Guilds and Guildhalls
Statues
In Hall of Monuments you can have statue for certain achievements, like clearing FOw or Sorrows Furnace. In GW2 there could be possibility of earning statues to one's Guildhall by completing some quest(s). Statues would look cool and give chance to personalise a little bit one's guildhall.
Benefits of statues
These statues could provide some benefits to guilds who have them at their guildhall, for example a passage to some elite area or ability to gain some bonus quest(s).These statues could benefit every member of the guild, even if they havent been earning the statue themselves.
Statues could also provide additional npc's to Guild Halls.
Guild title
Now we have both character and account based titles, but having guild based titles could be fun. For example when collecting enough kurzick points guild could earn "kurzick statue" or special kurzick npc to their guild hall. (perhaps ability to gain kurzick hero/companion). Please note I am using kurzick only as an example of allegiance, since I have no clue what kind of allegiances there will be in gw2.
Guild title even further: Guild title could also open some quests or maybe even disable some other, make some npcs friendly and some hostile. This way instead of having just regular rpg good/neutral/evil alignments, your guild would actually define who you are. --The preceding unsigned comment was added by User:82.215.235.177 (talk).
- I like the Idea, although I think the guild ranks would be hard to implement because of lazy people and leechers. the fundementals are good and this could be a great opportunity for guild members to bond and work together. I'd also like to see more customisation in guild halls, if they will be implemented, other than the type of hall you have. The customisations should be purely cosmetic and not affect the functionality of the guild hall in pvp. An example would be your guild's banner/cape displayed in the guild hall. ShadowStep 19:37, 23 March 2008 (UTC)
- I like the idea, maybe add like guild only quests where you have to attack a NPC guilds from cantha or such and the guild/alliance gains a benefit from it.
[edit] destoyer armor or a tonic
well just to say i love the destoyers and i want in guild wars 2 to be able to get the armor of the dead destoyers as this is the last think that you fight in guild wars what do you think?
and aslo maybe a tonic in guild wars just for the fun of it --The preceding unsigned comment was added by User:Thedreadlordpie (talk).
[edit] Weddings
People have asked for wedding support before. I'd suggest that if that is done, it is done as guild function. You'd get a preacher for the guild hall as a buyable NPC (and in fact guildmates could give the needed faction to buy that as wedding gifts, and maybe the NPC would also sell decorations for the ceremony). You can invite guests to your guild hall, so attendance would not be limited to guildies, but would be by invitation only. The invitations could be bought at the preacher, traded to other players, and they'd enable the holder to warp to the guild hall 1 hour before the ceremony starts. The status of being married would be indicated on the guild roster somehow, and of course married players could not singly leave the guild. With the marriage, a new title could become available for that character that says "I'm married to <insert name here>" and could be worn via the checkbox instead of another title. Thus, you'd give up prestige that could be had by wearing your mahagony for displaying your affection to another character. Actually, this could be a title track, and you'd get "engaged to" and had to wear that for 20 hours in-game before you could marry (possibly grouped with the other player). Or maybe you need to get XP/faction while being engaged to another player with that player in the party, and only after earning sufficient XP/faction you could get married. This would force the couple to spend time playing together after deciding to want to get hitched. Should married couples be able to access each other's storage box? Well, I don't see that I would want to get married in-game to my spouse (who has another GW account, and yes, we play together) merely for prestige, but if that meant we could share storage it'd be worth considering. If it was made possible to wear each other's armor, that would be an added bonus, and if the XP/faction engagement requirement listed above was implemented, it'd mean that this feature couldn't be abused for gratuitious armor trading. If ANet want to go really overboard with this, have the preacher NPC offer a special wedding quest for the couple that nets them their wedding outfits (bridal gown, tux, wedding rings) and the wedding as final quest reward. A honeymoon quest that visits the most romantic places in Tyria could follow. The honeymoon quest could reward the couple with a minipet which is the same for both, can be named, and has the same name for both (i.e. if one of them renames it, it is renamed for both). The pet should be unsellable and disappear if the marriage is dissolved. This suggestion (and the one about the marriage being shown on the guild roster, and the marriage title) obviate the need for renaming the character because characters can show their marriage in other ways. One might feel that very few players are interested in getting married in-game, and that it wouldn't be worth to expend that much effort for that feature,but if it involves real perks (e.g. shared storage) and can be shown in obvious ways (pet, title), many non-married players will notice it and think better of GW for having such a cool feature. (mendel 84.128.232.147 20:23, 23 March 2008 (UTC))
- I have to say this:COMPLETELY REDUNDANT. Sorry. Just had to get it out my chest. Image:Nuclear7 sig image2.jpg nuke7 Image:Nuclear7 sig image2.jpg 20:36, 23 March 2008 (UTC)
- Your signature is broken. — ク Eloc 貢 21:50, 23 March 2008 (UTC)
- As redundant as Bahltek or the Monument of Dahlah or maybe the Flamingo-ing... going... gone. quest? Are you saying that nearly no-one is going to appreciate it, or is it just you? And why? That there will be people who are not going to use this feature is clear from the get-go. (mendel 84.128.232.147 01:43, 24 March 2008 (UTC))
- Honestly I don't see the point in this for a fighting game, if you want shared storage etc then instead there should be a guild bank or a prv bank with multiple users. You might as well be better asking EA for a Sims Online for weddings at lest in that game you'll also get a house and 2 kids. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- Actually, it's a role-playing game, at least to some part of the player base. The first documented in-game wedding in GW was within two weeks of the game going live, see Wedding in Tyria. No, I wasn't involved. (mendel 84.128.205.35 04:08, 24 March 2008 (UTC))
- That wedding was a developer thing and it was real also where the developers liked the game soo much they couldn't keep away. This is a role playing game but a fighting role playing game not a dating/matchmaking/wedding role playing game. If they put a wedding in then they they would have to put allot of other stuff in all related to dating marriage couples life etc or else the wedding part would be completely out of place and no relation at all to the rest of the game. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- You mean, like the boardwalk games and rollerbeetle racing? (No, don't answer that!) There are at least half a dozen romantic involvements in the GW1 storylines, e.g. Lady Althea and Prince Rurik, Olrun Olafdottir/Olaf Olafson, Behron and Sahreh, Zerai the Learner and Midauha, wedding guests Vael or the Shauben Clan, and noone knows what Koss, Melonni and Tahlkora do when we log off... There isn't a lot of stuff in the game relating to guild life, either - the guilds who feel it's not enough organize their own voice chat, forums, home page etc. So what do you feel has to be in the game to properly support weddings/marriages that I haven't outlined above? Be constructive! (mendel 84.128.205.35 16:24, 24 March 2008 (UTC))
- That wedding was a developer thing and it was real also where the developers liked the game soo much they couldn't keep away. This is a role playing game but a fighting role playing game not a dating/matchmaking/wedding role playing game. If they put a wedding in then they they would have to put allot of other stuff in all related to dating marriage couples life etc or else the wedding part would be completely out of place and no relation at all to the rest of the game. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- Actually, it's a role-playing game, at least to some part of the player base. The first documented in-game wedding in GW was within two weeks of the game going live, see Wedding in Tyria. No, I wasn't involved. (mendel 84.128.205.35 04:08, 24 March 2008 (UTC))
- Honestly I don't see the point in this for a fighting game, if you want shared storage etc then instead there should be a guild bank or a prv bank with multiple users. You might as well be better asking EA for a Sims Online for weddings at lest in that game you'll also get a house and 2 kids. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- In a word: NO .... leads to too many problems when the 'real world' couple breaks up. Assuming that this never happens, then there's the inevitable problem concerning electronic offspring. Gwen is cute in Prophecies, and she grows up, but how many others are going to be out there if this comes to pass. Also (to use a Yogi-Berraism), since marriage is probably the chief cause of divorce, what then? Do we set up a special PvP match to see who gets all the goodies? Algonda 10:57, 28 March 2008 (UTC)
- I think this idea has potential, and you guys are being a little too blind. As far as we know, our GW2 characters are the direct descendants to our GW1 characters, which raises the question: How did they get here?! Just because that part of the story is set in the 250 years we don't get to play, it doesn't mean it didn't happen. And yes, those of you can argue that the other playable races are definately not descendants of our GW1 chars, but that's a story your gonna have to taek up with A-net. And maybe teh marriages could open up a smaller, side sotry arc, with missions and quests you do with your spouse, but thsi is all speculation. As for the house problem. maybe the couple would get a private type of mini guild hall which would serve as their house. The couple could send invites to other players to visit and so on. And maybve the players coudl charm an animal, bring it to the house, and designate it as a house pet. And for those of you who are afraid of the aspect of your own children, what about adoption, there have to be plenty of homeless children with all the turmoil that goes on in Tyria. Lord Zepherr 09:47, March 29, 2008 (UTC)
btw, you don't need to be married in real life to get married in GW. In my guild, there are at least 3 couples who have never met eachother before in real life, but are engaged ingame. In real life, they are married, have children or a girlfriend/boyfriend and stuff.
It's just fun to have a fionce ingame :D. (Believe me)
Marriages ingame would be just as fun... This is a GAME after all... Spirit Of The Linx 15:01, 1 April 2008 (UTC)
Well it's going to be a hell of alot more coding and space taken up on the servers for this and the part about them having kids, make another character that can be the kid and that way they don't have to add anything censored in to the game making it an 18.
Hey, everyone knows the stork brings kids, and even if you would shoot them all, you still got magic trees left ^^ btw, talking about marriages, not about kids ^^ (yet) Spirit Of The Linx 17:37, 2 April 2008 (UTC)
[edit] Jobs
Please, before someone goes on a rampage about the word "Jobs", I am not reffering to any kind of job that requires grinding, but would like to suggest a different kind of job system.
I would like to see a job system that is passive and only takes about 5-10 min a day for a character to overview and work on. (NOTE: A "degree" is a status similar to a profession, not an item)
- For a character to participate in a job, he must have a "degree" of some sort, a character can only have one "degree" at a time, and any new "degrees" deletes any previous job progress and replaces the old "degree"
- The character will never lift a finger, the character is a boss of his/her own company once he/she obtains a "degree", and can name their company anything they want, as long as it is not already taken (please be appropraite, informative of the product, and put forth one's integrity when naming your company).
- Running a company is an investment at start, you have to buy a plot of land (much like buying a guild hall in GW1), buy your NPC workers, and buy guards to protect your property (only if NPC raiders and/or competitive companies are put into effect).
- When you buy land, you will have several locations to choose from revelant to your "degree" which is purely eye candy and confortible workspace. However, once you choose a land every expansion on it you make is the same place sence it is litterally just expanding and touching the land you already own.
- You may only have a certain number of workers on a given amount of land before you have to expand so you have more workers working.
- You can also invest in research and technology to improve the land and improve the workers.
- If a feature of guards is implemented then you can update the "training", weapons, and armor of the guards.
- When you obtain an abundance of a resource, 240 max space in a xunlai won't cut it, there for you can build storage buildings for the single purpose of storing your product (and if you require products to create your product then you can create storage for any resource that your company knows it can use)
- A company that needs resources from other companies can create a "trade contract" of some sorts, where there is a daily(or wheneverly) trade of resource for gold, making sure the producing company has plenty of resources and the resource company has a sure-sell way of selling resources.
- If you want to include events that can happen to a company you can include NPC "raiders" or "bandits" that attack a company randomly, mutually providing a system of buying guards of different types, along with some extent of customizing guards' skill bars (mayby even a very expencive completly customizable guard, with normal guards coming preset). (OPTIONAL)
- If guards set in you may want to consider "trainers", "armories", and "watch towers" for them. (OPTIONAL)
- Also, you could have warring companies who use their guards against each other. (OPTIONAL)
- Nothing here is cheap to help control the economy, and perhaps even having workers have a weekly(or wheneverly) paycheck.
Everything that you place in your company works automatically and periodically, somewhat turn based.
Jobs that follow this rubrick may include but is not restricted to: Any kind of (un-)common natural resource gathering, any kind of man-made (un-) common resource producing, armor smithing, weapon crafting, rune crafting, insignia crafting, event item maker (such as candy cane shards and golden eggs, or using shards to make candy cane weapons) weapon/shield/off-hand mod crafting, dye brewing, etc. (basically any item product) --Elven Chaos 00:14, 24 March 2008 (UTC)
- Such a mechanic is usually employed by games that pay by the month; it gives people who find themselves temporarily unable to play a reason to hold on to their accounts, thus profiting the game company. GW is sold differently, so there's no reason to implement a system like that (and I'm glad there isn't). However, your suggestion would be worth considering if you could explain how it interacts (beneficially, of course) with the game mechanics as they exist now. How will this job system benefit PvE or PvP players? How is the added value that is given to players through this system balanced so that the economy stays stable? Why would I want to have a job in addition to playing PvE or PvP? (mendel 84.128.232.147 01:49, 24 March 2008 (UTC))
- This is not ment as a "reason to stay" and is not in any way tradable for real money. The purpose of this system is to allow the player access to one, and only one (as either per charactor or one per account), resource or product to either supply their own ends and/or to sell the resource/product on the market for pocket change. The way I imagined this system is a small something you set up, and once set up it works on it's own, and the founder becomes both a boss and a manager, casually, of this company. Once a day or once a week a player would check their company and make sure everything is as smooth as needed and to see if they can afford/want to make new recruits(NPC) or upgrades. Two things I should have included earlier:
- This system is PvE Only oriented. A PvP character has no use with most materials/resoruces, and the purpose of a PvP Only character is to fight.
- Market Stability - As mentioned earlier, you can have only ONE job, everything is VERY expencive, and as two optionals workers can put a wage on your income and NPC "raiders" may attack your land. Two systems already in the game also help to maintain the market, competitive/agreed pricing with other players as well as competitive/agreed pricing with NPC traders. Still, one more notion must be taken to secure the market: A limit. There needs to be a very LOW limit on how much land, workers, income, etc. can be obtained. We do NOT wan't a trust/monopoly to be formed, or any "mega"-buisnesses, something small and self-sufficient is what we are going for, just pocket change. To put this metaphorically, you are storing money in a bank that give you interest, but whatever you put in you can NOT get out, you can only get your interest out. I do believe we all know how much we get from interest (very little). --Elven Chaos 00:00, 25 March 2008 (UTC)
- This is not ment as a "reason to stay" and is not in any way tradable for real money. The purpose of this system is to allow the player access to one, and only one (as either per charactor or one per account), resource or product to either supply their own ends and/or to sell the resource/product on the market for pocket change. The way I imagined this system is a small something you set up, and once set up it works on it's own, and the founder becomes both a boss and a manager, casually, of this company. Once a day or once a week a player would check their company and make sure everything is as smooth as needed and to see if they can afford/want to make new recruits(NPC) or upgrades. Two things I should have included earlier:
[edit] Alliance Hall
I would like to see an alliance hall, which is only accessable when an alliance has atleast 5 guilds. It works much like a normal guild hall, but is only accessable from the guild hall/guild menu and does not carry the same features as a guild hall. The design of an alliance hall is more of a circular building (for main area, the outside can be anything). Like a guild hall, you can choose the alliance hall locaiton. The building has several walkways, each with a banner of the owning guilds cape hanging above it, indicating the hall's and/or room's owner. (The alliance leader's guild gets the best area, with more of a king's chamber or master room feel to it.) In these areas the guild leader can set up to 5 minor temporary monuments to honor any combination of 5 of their members (including officers, but only the leader can choose to portray an officer, excluding the leader) for whatever they have achieved or good deed. The monuments display a text box that is filled in by an officer/leader (declaring the achievement/deed) and another text box where members can leave comments. Lastly, the alliance leader can hold alliance parties in the alliance hall, activating a party mode (only activatable once a month) where mini-games appropriate for the month, for the location, and general mini-games are available for three days after activation. --Elven Chaos 00:29, 24 March 2008 (UTC)
[edit] "Custom Realities"
One thing I would love to see the most are player created "realities". Since the top 3 of arenanet came from Blizzard, I would say it is safe to compare this idea (but NOT the interface used in the following editor) to Warcraft 3's World Editor. What I want to see are player made "realities" taking place in remote parts of the Mists. Where we can make our own campaigns, cinimatics, quests, missions, monsters, and every & any aspect of GW (etc.).
- It needs to be very user friendly (as much as possible anyways), examples are having a guided, interactive tutorial, having a simple quest maker (Quest Name/Select Task(s)/Task(s) put in from update/What triggers update/Reward), add randomized details button for terrain and randomize sleight bumps(anti-flatness) button for terrain, etc.
- Allow imported icons, animations, models, etc. of artwork.
- Restrict power by making sure advanced and custom coding that could cause the game to crash is unavailable
- When a character joins a "custom reality", the character itself doesn't jump in, for each custom reality you have one character slot for a character specific to that reality, to keep the player made items, skills, exp/gold, etc. from entering the GW2 reality.
- The creator(s) need to be able to make/delete professions and skills and etc.
- Allow a feature where the reality creator(s) cane edit and patch their reality.
"But where do I upload my reality?" Guild Halls, Alliance Halls, Major Cities/Capitals (such as kaineng,shing jea m., and HzH), towns/outposts, certain explorable areas, and "Gate of the mists" (or whatever you want to call the main reality uploading area) are all areas you can upload, but only at key spots withen them. GH leaders and AH leaders can move up to three realities to special honored spots if they deem them worthy. --Elven Chaos 01:03, 24 March 2008 (UTC)
- I don't like the idea of this, It would have to be heavily moderated and it would take too much gm time. Look at the people swearing, inappropriate character names, and general posting of crap in the game already like battle isle dist 1 or shing jea 1, people, like this stuff will be turned into what people design. Imagine if someone makes a room praising Hitler and Jihad, or someone made/edited some amour that said 'f-you' on the back of it. Its already happened in second life and many other games. --The preceding unsigned comment was added by User:122.109.43.82 (