User talk:Gaile Gray/Guild Wars 2 suggestions

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Paws to Ponder: What's the best way to post a suggestion?This is a great place to share your suggestions for Guild Wars. But remember: Game developers are very busy folks! Post your ideas as briefly and as concisely as possible. If your suggestion is lengthy, post a brief overview here and link to a more-detailed suggestion on your own user talk page. Please add your thoughts to an existing thread, when possible. Lastly, newest threads begin at the bottom, please! Let's make this a great place for the devs to visit to read your terrific ideas! Thanks! :)
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[edit] Duelling other players both in pve and pvp

I think it would be cool. Any ideas?

You are supposed to add new content in the end of the page. Whole reason of having two different sections of a game is to keep them separate. There will be no pking in pve no matter how hard you try. Biz 10:52, 7 May 2008 (UTC)
I think he means dueling WoW-style where both players must accept the duel, and there is no penalty for losing.
If there is dueling in PvE then its not PvE then its PvP there are a large number of indivduals who do not like the PvP type game play at all. 4.71.197.250 14:53, 11 May 2008 (UTC)

[edit] Death Penalty

(This is something to change in regular guild wars as well)

In guild wars 2, please to not have death penalty that both weakens characters and makes them a target of monsters. In regular guild wars, this is often an extremely frustrating "feature", as often parties will have one person get a small bit of death penalty, than get ganged up on by monsters and killed over and over. The party as a whole may not be weak, but the individual character may often get killed over and over unless they stay far back, and they have a very hard time removing death penalty unless carefully controlled.Tambora 02:38, 21 April 2008 (UTC)

Death penalty is what keeps people from abusing game system where dieing does not make you lose items or experience. There are plenty of items that remove DP, if you didn't pay attention at events you can always go farm Iceman dungeon for candy cans or buy consumables from npcs. Having items like this removes need to worry about DP for a casual player, but removes the possibility of heavy abuse. Biz 09:15, 21 April 2008 (UTC)
For people who missed out on events, or who just were playing through without wanting to go farm something to et something else, the type of death penalty I'm talking about is very frustrating. However, I'm not talking about death penalty in general, but the way that a character with death penalty often ends up in a vicious cycle of being targeted over and over, and having quite a hard time removing it (This also refers to henchmen and heroes.). The suggestion is just to have death penalty not be a monster aggro magnet in some way, not to change the actual penalty in current guild wars, and not what it should be in future guild wars.Tambora 13:08, 21 April 2008 (UTC)
That's the point of DP, to make you not want to die -_- And that AI method is the best and most realistic option, in PvP people will try to DP you out, just like monsters do. So you're suggesting to worsen the AI(I don't care what people say about AI in games like WoW, easily controlled enemy aggro is just stupid), or make people not want to play carefully. That's a good plan. Seriously, think these things through a bit more, please :\ 71.31.149.63 19:22, 22 April 2008 (UTC)
There are a lot of mechanics that are different between PvP and PvE. In PvP, the other team will try to DP players out, but the other team will (assuming approximately evenly matched teams) also be getting DP on a player. In PvE, the players will be getting DP, but going from monster group to monster group the monsters always start at full health.
In addition, the DP=aggro magnet causes large changes in playstyle that are quite unfun and often frustrating ot deal with. If you have a team with, say, 45% total DP divided among 3 members (for whatever reason), the team will still play pretty much in the same way as a team with no DP at all. A team where one member has 30-45% DP requires that player to stay back more, avoid aggro chaining, use lots of protection abilities on themselves, etc., against enemies that in places like realm of torment, destroyer missions, etc. can 1-3 shot them, or at least take off huge fractions of health making it much harder to shed the DP. In PvP, characters running in like that makes them easier targets, but in PvE this doesn't matter all that much since the enemies have more stats and defenses, and will likely be killed anyway. It does change the playing style around significantly, and effects like aggro chaining, or spell range being about at aggro range, make it much hardero t avoid being targetted while participating in the fight.Tambora 21:45, 24 April 2008 (UTC)
Notice the 'I' in AI. I'll assume you know what it stands for. You want AI to be smart, and having them act like a real person would is good. And if one person gets 30-45 DP and noone else has DP, that's due to them playing wrong somehow, and there should be a penalty. If you want to play more riskily, just accept that lack of tactics is going to screw you over. 71.31.149.63 20:15, 26 April 2008 (UTC)
DP ıs one of the things GW got right in both theory and practice. -- NUKLEAR IIV 20:37, 26 April 2008 (UTC)
Have you guys responding actually read through the suggestions, or are you just being snooty. I've described pretty well why this is a problem, if you have nothing to actually say about why death penalty reducing defense and being an aggro magnet is fun, than please do not post.
As for the people having a lot of DP while others do not, it happens all the time with heroes and henchmen, and it also happens plenty of times that a group will start an area and, for whatever reason, not fully figure out their playing style until some time into the area, but this time leases a few players with a lot more DP than others. Tambora 18:53, 28 April 2008 (UTC)
First of all, your points have been addressed in many different ways, so the irony of you accusing others of not reading is staggering at best. Now, since you don't seem to be getting this, let me try to explain this as plainly as possible. GW has, with DP, one of the MOST lenient systems for deaths. You don't lose experience, you don't lose money, you don't lose items. Instead, you become slightly weaker until you can get a few kills to work it off. And then there are consumables, further easing recovery. If you accumulate alot more DP than your party, you need to play more carefully. If this happens with heroes, that's either you setting bad hero builds, you playing and commanding them poorly, or a problem with the hero AI. Without DP, you could play as recklessly as you wanted, as long as someone can rez you, as there would be NO PENALTY AT ALL FOR DEATH. That would be BAD, as there would be no reward for good play over bad. If GW and DP are too hard for you personally, you need to work on tactics and builds, NOT blame one of the BEST mechanics in GW. As to becoming an aggro magnet, let me explain AI for you. The ultimate goal of AI in a game like GW is to have the AI act as much like a real person as possible. Real people would go for weakened players, so monsters should also. Would it make sense for the monsters to suddenly decide that they should be merciful to a certain player because his playstyle has gotten him killed one too many times? No, of course not. It makes more sense to punish bad play(DP), and reward good play and survival(morale boosts). That is IT. The reason why DP exists, the reason why it works excellently, and the reason why noone will really care that you personally happen to become an aggro magnet far too often, because they also understand it. Next time, before you accuse me of basing my statements on elitism alone, at least try to understand why everyone disagrees with you. That may be an indication that there is some logic behind their statements, even if the statements themselves were beyond you. 71.31.149.63 19:47, 28 April 2008 (UTC)
Since there seems to be difficulty understanding the argument from some people, I am saying, for a number of reasons mentioned above, that in PvE having death penalty both weaken a player and be an aggro magnet is a bad idea. Aggro increasing DP that does something else is o.k., DP that weakens a player is o.k., but the combination is not fun (the whiole point of the game.) The issue is not that death penalty isn't the smart thing for enemies to do, but that it is not a fun way to play (Thanks to the way it interferes with play, how the enemies remain as powerful from encounter to encounter, how some missions/areas take a long time, and sometimes players goof up at first but than work it out, etc.), and that these differences, plus some others, make this another game mechanic that should be different between PvE and PvP. Getting constantly repeated arguments of "it's realistic" don't really help that much (Which is not necessarily true, plus this is a game which is by nature unrealistic in a lot of areas.)Tambora 20:47, 28 April 2008 (UTC)
Since you seem to still not get this, I am saying exactly why it is good. You say that DP that weakens a player is fine, but that aggro based on weakness is not fine? Are you saying that monsters should just randomly choose targets, or only attack the closest target? Any arguement you put forth comes down to playstyle, and you want poor play to not be punished, which, surely even you can agree, is a bad idea. Yes, monsters are just as powerful from one fight to the next. That would be a problem only if you use exactly the same tactics against each group. If your monk died fighting this group, maybe have them hang back a bit and throw prots up instead of wanding the boss. If they figure these(very basic) tactics out, you should not accumulate DP faster than you can work it off. So you're right, this isn't about the intelligence of monsters at all. It is about the intelligence of the players. So tell me this: would you rather your teammates be forced by the game mechanics to improve, for their own survival, or have them keep playing badly because there is no consequence for their actions? If you answer the later, I don't even know what to say, but it would involve a mixture of shock, frustration, and despair for Humanity. 71.31.149.63 20:06, 29 April 2008 (UTC)

You must not understand the game mechanics and how aggro is handled. Having a death penalty does not grant you an additional amount of aggro. Aggro is determined by your location, HP, and damage done to the target. Usually it will attack the closest person first, then the weakest. If the weakest is not too far from the closest then the AI will pick the weakest target. DP does not draw aggro the weakest person does and if you happen to be a back line char and die now you are going to be a favored target because you have gone from "squishy" to "extra squishy." Especially for Ele and Msmr. The key is to have a good Tank that knows how to hold aggro and when you do draw aggro you kite or run to the monk until aggro drops off you. This is exactly the way was intended. If you are dying too much and are getting too much death penalty then you or your party is either not high enough level, doesn't not have good builds for what you are doing, is a bad party configuration, or you just are not very good at guild wars. Millions of people have played and beaten this game with the current system and have no issues. If you are the one having the problem and millions of other people have not then tell me what that should trigger in your mind. "Maybe it is me not doi9gn something right? Maybe I should think about how I can improve this situation?" Rather then blaming on a system which you do not like because you are not good at it. Suggestion is that the current death penalty system should stay in effect for GW2. If it isn't broken then don't fix it.

You're forgetting that DP reduces your maximum hitpoints: Aggro is determined by your location, HP, and damage done to the target.


I don't get why people have a need to comment on my playing ability, and insulting my knowledge of the game, when the description is mostly about the qualitative changes in playstyle and the annoyance/lack of fun it causes, rather than a complaint about how hard it is. If you have no point ot other other than "You must be a bad player", "it's smart A.I.", etc., you have nothing to say and should just stay out of this suggestions page. Having a mechanic that both makes a player (henchman, hero), weaker, and makes them much more targeted, is not fun in this game, and no one seems to be able to actually argue against it.Tambora 03:28, 6 May 2008 (UTC)

I don't know whether monsters can detect death penalty or merely current health, but they shouldn't be able to detect either, but they shouldn't be able to do either. Players can only see their enemies' health percentages, they can't detect that a 60 DP character with a full health bar has less health than a 0 DP character with a 90% full health bar, why should monsters be able to? -- Gordon Ecker 04:34, 6 May 2008 (UTC)

Monsters detect DP due to being able to see the human struggling more than the other players, simple. The DP will stay and they are not going to change it since in the news releases they have stated many times that DP is somthing they have got right - IT IS NOT GOING TO CHANGE, end discussion.

The Death Penalty system is good. The Agro System is good; annoying if you’re a backline character that is soloing with heroes and henchman, but still good and certainly not an annoyance that will bother us the same way in Guild Wars 2. I do agree that it would be a nice idea if we could disassociate them a little bit. Becoming weaker is its own punishment: it decreases your damage output (by way of attributes), energy pool, and increases how fast you’ll go down. Increasing the likely hood of you becoming the enemies favorite chew toy on top of all this is not a fair punishment since all it is doing is creating a vicious cycles. Since individually they are good systems, I’m not sure how you would go about separating them without changing them, but an attempt can be made.--Ryan Galen 15:09, 11 May 2008 (UTC)
Maybe if you could remove death penalty faster, it is OK in dungeons because you can get +7% off every 25 kills, in regular areas it can take hundreds if not thousands of kills to work off 60% death penalty. Hopefully if they have DP in GW2, it will be easier to remove like in GWEN dungeons. - Elder Angelus 18:31, 12 May 2008 (UTC)

hi, i think the dp was to harsh in gw1, and i think it should be far less, cos if my dp got to 30% i left any mission, or quest i was doing with a team, because, i think at that dp it was not worth playing anymore, i think the dp system should be totally remoddelled, like for example, like points against you, more points you have the more chance you will have a reduction in health or armour rating, but you need to die about 5 times before you get 5% reduction on your health, then another 4 times died, then 10% reduction on your health, and then this will go down to 50%, once it hits 50% and you die, then you have to take a back seat cos you cannot attack or do anything, unless you have some gold then you can pay an NPC at entry point some money to reduce your dp, or this NPC can be found at certain points on the map, instead of res shrines, now the money you pay in gw1 terms can be like 500g to 4k per 5% dp removal, this is just an example. but like i said when you get to 50% dp you cannot fight cos you have lost your ability to do that, similiar to real life if you punch someone up, then there in to much pain to move. The thing i most hated in gw1 was the fact you only had to die about 4 or 5 times before you had 60% dp, then everyone in your team would start calling you a noob, thats why i left the team when i got to 30% dp.

[edit] Allow New GW2 Name Linked to HoM Benefits

I know that if you do certain things in GW, you can link them to GW2 through the Hall of Monuments. These things are not yet known, but I have heard that name reservation is one of the perks. After playing GW for so long, I'm really tired of the name I chose in GW, and would really like to get a new name in GW2. Please make the HoM benefits account based, instead of requiring us to carry on with the same name in GW2 to reap those benefits. EasyToSpell 05:45, 21 April 2008 (UTC)

From the information we have, it looks like the name is only reserved. Like when you delete your character, for thirty minutes or so, your account has that name reserved for it. o.0 At least thats if I remember correctly. You don't necessarily need to take the name, but you have the option. Of course this is only my interpretation of the info we have received. Kairu 03:59, 22 April 2008 (UTC)
From what we know, achievements in GW1 will not make you "stronger" in GW2. It's probably going to be more like a feature that reminds you of your achievements in GW1. --Treasure Boy 16:20, 8 May 2008 (UTC)
If you think about it though, it wouldnt make sense if you just used the same name that you used in GW1 and moved it to GW2, because what if another random player in GW2 wanted the same name as a very good player in GW1... that would mean they could easily just steal all achievements that the very good player had done, and all his work would be a waste.. I think they should do something like, putting in your GW1 account name or something like that...--Huwhelper 22:56, 8 May 2008 (UTC)
Just a suggestion but... I would like to merge my GW1 and GW2 accounts, so when i create my GW2 account I want to see an option to link it with a GW1 account, then when i create a character i want it to say 'Which character has <GW2 name> ascended from?' Options being all your chars that have been to HoM and an option not to link it. Any improvements on that? Lt Death 08:50, 11 May 2008 (UTC)
That is something to think about chars dont x-fer over but then it gives you a link platform to build onto and show family lineage as well as ( possibility to look into ...) a small bonus for tying the games together call it a dedicated customer reward or something 4.71.197.250 14:51, 11 May 2008 (UTC)
I want to say my PvE character (warrior)'s name really sucks. Is it possible, if other people could see which your previous characters in GW1 are, to do something like a name change? For example, if I name my GW2 char Danny The Brave it'd be really stupid to see my last warrior was named I Want Spec Weekend. Maybe I sould go to Guild Wars 1 suggestions and write something. Ninjas In The Sky 19:44, 11 May 2008 (UTC)

[edit] Making Joining a Guild Character Based

I think that joining a Guild should be Character based instead of Account based so your PVP char can play in a PVP guild while your PVE char can be ina PVE guild if you want or if you simply want to be in your friends guild with once char and in a big guild with another char.

To make it less messy and easier to view you could incorporate it where if I have ten characters and five are in one guild and five in another then all five would show as one person instead of five people on the roster.
This would make it so my Sin wouldn't be kicked from the guild because I have been playing only my Ele for the last month, and it would make it neater as some people play alot of char(me included) then the guild won't have hundreds of char that are really only 60 actual people.
It would work where when a character joins a guild it checks the account to see if there is a char already in the guild on that account. -- Natalie Black 14:49, 21 April 2008 (UTC)
I think it would probably make it better/easier if you can join multiple guilds/alliances. 21 April Tog
You should not be allowed multiple guilds for PvP play. This is counterproductive and has been addressed above. That being said having a guild for PvE that is separate for PvP is not a bad Idea but will not work. To do that you will have to have completely different characters for PvE then PvP as your PvE should not be allowed to fight against your own guild in PvP and with the way they are going to setup GW2 is that all chars will be both PvE and PvP so this is not viable. I like the Idea though.
I've played games where they use a guild system similar to what you're suggesting and it only makes it more complicated than it's worth. So what about this: 2 categories within a guild for either PvE or PvP. When you join a guild it has thsoe 2 categories. Then, when you're logged on as a PvP char, your name is added to the PvP roster. When you're logged on as a PvE char, your name is added to the PvE roster. Then there would be an in guild PvP chat for talking about PvP related issues within the guild. Then a PvE guild chat for PvE related issues, and finally just a Guild Chat for the issues in between. Lord Zepherr 04:22 May 06 2008 (UTC)
The problem is that some (including me) use their PvE chars for PvP issues aswell... But it can be handled by option in roster, like "display this character in PvE roster" and "display this character in PvP roster" checkboxes. Ratys 12:35, 7 May 2008 (UTC)
GvG is important, this suggestion will not undermine that.
I suggested this same topic before and one person pointed out that there could be "spies" that get into a guild and learn their PvP builds.You can just as easily do the same with multiple accounts. They went on to suggest that Guilds were primarily PVP institutions. What a load of nonsense! The definition in this wiki (as linked from the official GW site) is that a Guild is a place for players to gather. Access to GvG battles is "in addition" to the social benefits. But, please remember that you cant play two characters from the same account at the same time. so what is the issue again? Infiltration? People can have different PVP chars on different accounts, and that is different how? No wait! YOU CAN play different accounts at the same time if you have the computers. So really you don't have any security now anyway. They could be playing with and against you at the same time. Waiting for the moment to strike. The GOTY edition was selling at a major outlet (initials BB) for $10 usd recently. I bought three. Now I already know what your secret builds are. I am secretly in your PvP guild sharing the secrets to the highest secret bidder. And I'm going to Spoil your victory by playing against you while I'm pretending to be on your team. Point is...people already have multiple account for storage reasons anyway, and you cant stop cheaters. they cheat. So, get over it.
If there is concern about the guild capacity, different issue. We would need a combined method of Guild membership. Not just Char, and not just Account Based. Any Guild members from the same account are the same person on the Guild roster, listed as the last one logged in. This combines the Account Base and Char Base options, all Chars on the same account can list as one person, because they are. (can't play more than one at a time remember?) Your Sin can't be kicked for non-participation because the roster show your ELEs name as suggested. It only takes one space on the roster, and your other chars can join other guilds. But they can be kick out of that "other" guild for non-participation, that's Your time-management concern. Keep it simple, the initial suggestion here is the best. but it really is a combine of Account and Character systems. (Monkenstien)

[edit] Bows Firing At Melee

Well its just that it seems pretty hard too load a bow and fire it when someone keeps hitting you with a sword it irritates me becouse if youre ranger then of course you use bows but when others come melee then is stupid with a bow and just grabbing the bow and hit the enemy couldnt hurt that much and if youre R/W then there is almost no space for abbileties you could only have 4 w spells and 4 r spells then you cant make good combinations and the toure pretty srcewed so if all rangers could be equided with a dagger that lvls up with and is undestroyable then it would make more sense. Hungub 17:21 April 21

I dont think its gonna work, because shooting a bow with a spear in your chest seems pretty hard aswell, and shooting a bow while in a firestorm is pretty hard too. You would have to be consequent and apply that to everything, even spellcasting, which would seriously change the gameplay, and I dont think that would be in a good way. -Brabbel 19:05, 21 April 2008 (UTC)
This suggestion has my full support, for the sole reason that it would mirror a game mechanic from the best game series ever, Fire Emblem. Seriously though, if GW was trying to be realistic, why are one-handed swords as big as you are? Why can you use magic? Why can you survive more than a hit or two from a weapon? Not realistic, because perfect realism sucks. 71.31.149.63 19:27, 22 April 2008 (UTC)

But still he has a certain point in LOTRO (lord of the rings online) you "hunter"will take out weapons for melee combat. {Small and deady}

[edit] Option To Use Your Other Characters as Heroes

This would be awesome in my opinion. It would further customize the game so that everyone wasn't best friends with Ogden Stonehealer and/or Olias etc. It would also be pretty neat if you were able to switch primary character between heroes, especially if they were your own characters. This might require characters to be near the same level or meet in the same mission or location, so people wouldn't buff up new characters with their older characters and have them gaining xp in party in some crazy area of the game/buying elite equip with a level 1 character, but could be really cool. Maybe they'd both have to be level 20. --Frank

Nice idea... But to not make it unbalance the game by alloving players do what said above, just make some restrictions: for example, you can't take your char1 as hero of char2 in location where char1 never been yet and you can't use char1 as hero of char2 if char2 is X levels below char1. That will make sense. Ratys 19:13, 27 April 2008 (UTC)


Awesome Idea! but it might be tough at the beginning to get enough chars to higher levels becuase they will most likely raise level cap. It might take a long time to have some higher level heros. Still like the idea though. --64.16.18.36 21:15, 28 April 2008 (UTC)
That's a nice idea, cause sometimes i feel like my heros are just not good enough, and i just cant get nice armor for em XD So it would be nice to use other charrs.--Zole Thzarr
Would LOVE that, would be an instant sell point for me. --65.165.165.180 18:19, 6 May 2008 (UTC)
Smithyben here, should log in. I wanted this since day one honestly. It would be horrible on rewards and stuff though, that means i cant get multiple rewards. inless they made it so your hero was a mirror of your other player and just used the same stuff but not actually the player.

That would be awesome, and a way to maybe balance it would be that the hero(your character) must be within a certain level range of the main character. Say maybe 10- 15 levels up or down. --higgin3 21:47, 8 May 2008 (UTC)

Nice idea....HEY NCSOFT!!! i THINK WE HAVE A GOOD ONE!!!. -Lu Sen


Sweet ideas, i think thatyou should get the full usual prize and same with the other character so you dont have to worry about getting less of a prize.


would they still have the PVE skills if they have them?? I mean the norn will have ursan blessing right?? wow imagine ursan blessing and bear change on at the same time.

[edit] Fewer Loading Screens

how it is right now you load the game the the game connects then you get on a ch then you figure out where to go which can be up to 3 more loading screens and then you play. if this could be cut down or made so the map just expands when you get a new expashion. that would be awesome. another way to get it so theres less loading screens is make it so when you log on you can warp you ch to where ever you would like from the start. 75.172.43.176 21:33, 21 April 2008 (UTC)

Well, sence this is going to be an non-instanced enviroment, the only load screens would be upon start up, entering the actual enviroment, and loading into instanced areas. Thats alot less screens then in GW 1.Neithan Diniem 01:03, 22 April 2008 (UTC)
um wut? you said it your self there is going to be instances... any how they have said theres going to be both non-instanced and instance environments in gw2. i am just stating that they need to keep note of how many loading screens there are in gw1. because i know a lot of games don't seem to take that into account.75.172.43.176 03:39, 22 April 2008 (UTC)
Have you read the information available? It has been stated that GW2 will be a persistent world. Which means it is one big world. Yes, there will be instances. But only for dungeons and missions and certain areas. Not the entire world.
To put it into perspective. From Ascalon to LA would all be one big huge world. Persistent. But all the missions would be instanced. Of course, the entire world would have around 300 people instead of all users being on the same server. Kairu 04:05, 22 April 2008 (UTC)
Yes, please cut down on loading screens. I can't bear to wait a whole 3 seconds between areas. 71.31.149.63 19:28, 22 April 2008 (UTC)
oh, so funny -_- you have to sometimes think about other people, i know thats something thats hard for some people. ANYWAY there are a lot of people who dont have super fast computers. and have the game load in 3 seconds and as i was saying in my original post it takes more then 3 seconds to get into the game. its 3 seconds to load it from your desktop then 3 seconds to log in then 3 seconds from when you pick which ch you want to play then 3 second load screen into the city there in then 3 seconds+ if you want to leave the city and go to a zone and then theres play time, or you could choose to go to another town another 3 seconds or chapter. and then your in another port city and another 3 seconds +3more to get into the right zone. if you go with the first option its 15 seconds of time just in loading screens if you go the other route its 30seconds worth of loading. and thats on a fast computer. on a slower computer it might take 1 min each time. Also i have read all there is to read about guild wars 2 and do know that it will be a persistent area they haven't released how big each area is going to be. and how often your going to go from the persistent area to a instance area. my main point is how it is now you have to wait for the game to load from the desktop and then again after you pick your ch. 75.172.43.176 22:58, 22 April 2008 (UTC)
For the record, I have only an average speed connection, and my computer is actually pretty slow. I can barely enter major cities in district 1 on the laptop I usually use, and I still have miniscule load times. The only time loading times take a while is when you have to load something new, which is inevitable. When the update is for a new campaign or such, you need several thousand new files, which is going to take a while. If there's a new update to an area, you'll have to load new files when you enter the changed area. Even if all the downloads could be done at once, that would simply extend the initial load time by a large amount, so you would have to wait 3 hours instead of 1 to play any area at all after a big change, instead of loading in small increments between long sections of playing, the system you profess to hate. If you have long load times and you have all the files downloaded already for an area, your computer or internet connection may have a problem with it. 71.31.149.63 19:30, 23 April 2008 (UTC)
You cannot remove the load screens between login and character selection and such. Nor can you remove the load screens between anything really. A persistent world means that the main area you play in is, in essence, one big instance. Now, if you map travel to another town, you will need a load screen, it is not possible to not have one.
And as for the loading of new things. Tonight when you go to sleep, hit the windows key and R at the same time. In the box that comes up, type "C:\Program Files\Guild Wars\GW.exe" -image from the first " to the end of image. This will download everything at once. No new content to be downloaded. --Kairu 08:10, 26 April 2008 (UTC)

Hi, yes fewer loading screens, why not do what they did in dungeon siege, they made it so it was endless map, they had the first and second map in memory, and when you got to second map, the third map loaded in, but it did that in the background, so you could still play the map, while next map was loading.

[edit] Elite Areas

Underworld, Fissure, Deep, Domain of Anguish, ... are among the most fun and rewarding areas in GW. They are places which show you your control over your character and the game. They are not required to progress through the game or give any kind of advantage to your damage dealing or healing capabilites, so basically the reason to enter and finish those areas is either "Because they are there!" or "Because I can!".

The rewards of those area are either in plain view (Tombs used to have a green weapon for every class, Deep&Urgoz have their greens and a high gold drop chance for rare skin weapons) or based on chance, yet, frequent (UW with ectos and FoW with obsi shards). Maybe with the exception of the DoA, those areas offer a good balance of length, difficulty and reward (DoA is just to long for gaining the maximum benefit in a "regular" way).
Yes, those are most often only grinded to death and beyond, instead of finishing them. Still, those areas friendly invite you to grind, whereas things like character-based requtation titles yell at you to play a "farm-friendly" class and find the simplest method to grind them or [!#@$] off. AngronIsAngry 01:46, 22 April 2008 (UTC)
If "Control" equals Ursan then yes, i agree with you. --Treasure Boy 16:24, 8 May 2008 (UTC)

[edit] Different Armor Skins Based on Play Type and/or Titles

The concept is basically just a visual novelty guided by the concept that each player has different playing styles. If you're the tank who's always taking all the heavy damage for your team, maybe an alternate armor skin that is very battered looking, chipped up and cracked for the armor you have on could be unlocked and switched to and from. Alternatively if you consistently do massive amounts of AoE damage, maybe a dry blood encrusted armor skin would suit you better. Alternatively if this system were title based, if you have vanquished every area in hard mode, maybe you would unlock an armor skin with a glowing aura effect, or something else recognizable as a more visual manifestation of your achievements. It wouldn't be difficult to implement and wouldn't take up too much hdd space. --Frank

Isn't that what Luxon/Kurzick armor is for? Like, if you're a Luxon, and you donate Luxon faxtion, you'd get Luxon Armor? --Mother2Fan
Only If owning Luxon armor meant you had maxed luxon title. Good idea IMO. Id love getting a little aura of black smoke to go with Slayer of All title, or glowing eyes and a halo with Holy Lightbringer =) Biz 18:48, 5 May 2008 (UTC)
Quote "If you're the tank who's always taking all the heavy damage for your team, maybe an alternate armor skin that is very battered looking, chipped up and cracked for the armor you have on could be unlocked and switched to and from. Alternatively if you consistently do massive amounts of AoE damage, maybe a dry blood encrusted armor skin would suit you better. " That is an AWESOME idea. I would love to see that in game, it wouldn't have to take very much editing -- hell, even I could just edit skins to add some blood or dents. Other ideas are - ripped clothing if you wear cloth and take lots of damage, singed clothing if you use alot of fire, muddy clothing if you're a ranger, etc... --Poison 18:25, 6 May 2008 (UTC)

[edit] Suggestions on Suggesting

I noticed two very irritating things about this page:

1) A lot of people are making oversimple suggestions based merely on Guild Wars 1, rather than basing their suggestions on all the (readily available) information about Guild Wars 2

2) A lot of people aren't READING this page. Mounts have been suggested several times, and it isn't even a particularly innovative idea.

..so, my suggestions? They are as follows:


1) THINK about your suggestions before making them. I doubt the devs want to hear suggestions tailored strictly to someone's Guild Wars 1 experience, when the whole point of Guild Wars 2 is to harbour a bunch of new features that couldn't feasibly make it into GW1 in the first place. I doubt ANet proceeded with the development of GW2 without considering the common features already seen in other popular MMOs - they don't need to hear it from us. On top of that, questions regarding Guild Wars don't belong here.

2) READ what has been said on this page before making a suggestion, unless you KNOW it's unique and worth putting up. At the very least, glance over the Contents, or user your browser's Search feature to search key words related to what you have in mind.

That's all. I hope this doesn't annoy anyone too much, but after scanning over the "suggestions" on this page, I got mightily annoyed myself! -- Slarynn 19:08, 22 April 2008 (UTC)

  1. Totally agree, people need to think. Probably not going to happen though.
  2. "WARNING: This page is 350 kilobytes long; some browsers may have problems editing pages approaching or longer than 32kb. Please consider breaking the page into smaller sections."-The wiki if you choose not to edit sections. That's a bit long to read, especially with all the archives. 71.31.149.63 19:37, 22 April 2008 (UTC)
the problem is that the page isnt organized at all. and you posting about how unorganized it is isnt helping. i for one dont have the time to read though all of the stuff that has been posted nor dose any one else. so what needs to happen is Organization. and if you have the time please archive everything and add pages + links that categorize stuff so people can post there suggestions under the right category. you could even take it a step further and add a box to the top of each of thouse pages that states everything we know about the category. yet again USE YOUR BRAIN75.172.43.176 19:04, 22 April 2008 (UTC)
The fact the page isn't properly organized is no excuse for people to post useless suggestions/suggestions that have already been made. Besides which, a lot of it seems to be down to a lack of common sense, and can't be blamed on the organization of this page directly. You said it yourself - "USE YOUR BRAIN" - I did, I just wish more of us would. -- Slarynn 15:38, 23 April 2008 (UTC)

Also, PLEASE do not add stuff that you think will benefit GW if it is from WoW. WoW is a horrible game (Flame Shield) and I would hate to see a great game like GW go the way of WoW. Dean Harper 19:47, 10 May 2008 (UTC)

[edit] Running

I don't know about others, but prophs was wonderful because I can run through it.

now, I know you can put a trigger in for "one of this accounts characters beat this chapter" a la hard mode, so, why not lock out running for the first run through, and then allow running for all subsequent characters?

I enjoy running, maybe half of my 2000 game hours were spent running (if I recall correctly exclusively tip and free runs) my ranger has mileage on him.

This doesn't hurt the people who don't want to run, but it does give much more enjoyment for those of us who are sick of hearing princess danika's voice because someone wants to skip the cine.

I think players should be allowed to walk and run,depending on the way they feel like it.There should be made a key that would allow characters to walk or run,some players might wanna see their characters walk in towns and outposts instead of always running around like drunkards.

Running is totally cheating!!It takes away the whole point of the game. i never run because i hate 2. Just think of big "NO RUNNING" signs everywhere. MoasRule

Guildwars 2 is persistent so there won't be running (unless you run yourself) so you will run off while the player stays there and does nothing.122.109.43.82 15:56, 28 April 2008 (UTC)
They should just unlock cities on your account. I already beat Prophecies with 3 characters, what's the big deal letting the new monk I made map-travel to Lion's Arch to team up with my dad that came back after after 2 years. We don't care if I'm low leveled, running is a super time-wasting pain in the butt, and I already know how to play. If nobody else in the district wants to group with a level 8 monk, that's cool, I'm not hurting you or anything. And getting my level 20 far enough into Nightfall to team up with other guild members is a pain, they are 8 missions ahead. I already beat that campaign too, let me map-over so we can all have fun playing together. I'm cool with playing through to catch-up if I hadn't done the campaign before, but I already did that on another character already; I want to try out playing monk in RP but I don't want to spend hours getting to my friend's mission. And believe me, I have 20 character slots, that is a lot of wasted time running around places I have already been, not having fun, just to get to the good part. - 144.226.230.37 16:37, 2 May 2008 (UTC)

[edit] Adv. Animal Panel

Like if you just could have a more advanced pet panel so the animal has it own spells in its own spell-bar.

I completely agree. Pets would be a lot more efficient if they had a miniature skill bar, because on Guild Wars right now, unless all of your skills are about your pet, pets are pretty useless overall. If the pets could have like, 2 or 3 skills per bar then that would be enough to make them actually useful in the game. (And then the possibility of allowing them to automatically use the skills like heroes). - Quinn. 24 April, 22:46 2008.


I think pet should act like heroes. they do there skills but you are still able to control them!
- Ghostkid. 27 April, 15:12 2008.
That sounds way cool, I love pets, but they basically have the brains of a bone minion right now. Would be great if the animal companions were more intelligent and autonomous like living, breathing animals instead of like the bone minion puppets. - 144.226.230.37 16:39, 2 May 2008 (UTC)
I agree with all of the above. Pets have become a grave disappointment in guild wars, taking up two spaces in the skill bar but not adding anything even close to the average damage two spaces can be worth in most other skills. Not to mention that each time someone figures out a good way to use a pet, you nerf it so it becomes more useless. Pet corps anyone? But anyway, my suggestion for GW2 would be that since we don't know the level cap if any, why not allow your pet of choice to advance and gain new skills with each level, and more importantly, gain more control features as it gains levels of training. A longer skill bar able to hold more skills it's learned. Just like an animal in real life, as you train them, they learn more. Sit, stay, roll over. And with training will repeat these actions with the proper command. Bleeding an enemy, tripping it or knocking it down, aiming for the face to blind the enemy. Police use dogs to bite and hold a persons arm to immobilize that persons ability to attack with it or get away. And that same act is done in the wild by large cats in order to bring down large pray. You could make it that once the pet grabs the arm and holds on to it, it can't keep attacking, but while it's there the enemy can't use that arm to attack or leg to run away. Maybe even the ability to pounce on another animal or someone else's pet simply to hold it at bay instead of killing it while you attack it's master. And finally, make animals each have their own abilities and specialties. This is a must. In GW I hate how it doesn't matter what animal you get, they all attack basically the same, with nothing special. Except the bear which attacks slower. And please don't forget the kennel idea for multiple pets. And lastly, more then one pet at a time would also rock. Anyway, sorry so long. Thanks for reading. Joel
I like the idea very much, however its SCREAMING for an instant nerf as everyone would run around with a pet plus it would be way to powerful. To make it more balanced, i suggest allowing all professions to have a pet without sacrificing any attributes/skill slots into it. That would give the game a brand new feature and the pets would beome more and more personal as you advance in the game. Keep the ability to change pets by giving them to a tamer and then charming a new pet. Imagine doing PvE with a full party and eveyone has a cuztomized pet running around helping them out. As the pet advances in lvl, it becomes more intelligent and can use more advanced skills/spells. If I was one of the producers, i would definitely work to get this feature into GW2. --Treasure Boy 16:35, 8 May 2008 (UTC)

This sounds like a pretty good idea, although having an automatic companion from the start would make the ranger profession way too unbalanced and would make the profession too strong(this is unless all other profs. have cool abilities too) --higgin3 21:49, 8 May 2008 (UTC)

awesome idea but I would say pets should have 4 instead of 8 skill bars and the skills pet to be pet only skills and can only use PET ONLY skills. I also like the idea of pets having their own unique ability like bird to dodge some melee, bear with higher strength slow speed, wolf with critical damage and quick attack, etc whatever fits in the category. a living pet in a skill bar whoa! they should be more independent we are living in a magical world.

I think we shold have pets rangers can ride on! and they shold run faster then a player.

[edit] LoS Aggro?

as our present aggro is Earshot based, perhaps, certain monsters, in certain conditions, could have LoS aggro, maybe a sin skill that provides "silence" whereby your character moves silently, and won't aggro creatures in earshot, but instead, LoS, there is LoS in GW1 for ranged weapons, so would it be really terribly hard to put aggro on that condition?

Breaking different mobs into different aggro groups could be interesting. Sight, Smell, Magic, Sound etc. Final Fantasy 11 does this fairly well but their system includes only fighting one mob at a time (usually) and they mobs are far in between. Also If this is done then their should be skills or items to prevent aggro as well if not skills for some classes depending on what they would be. Like Camouflage for rangers or shadow walking for ninja/assassin/thief type classes.

And for people that do not know LoS = Line of Sight.


This will be an interesting addition, many different aspects will be changed then. As mentioned, skills that prevent aggro (NOT control it! Just prevent!) in earshot or some that make you partially invisible. Like "for 10 seconds you have 50..75% chance to prevent visual aggro on yourself each second", or "for 10..30 seconds you move absolutely silently. No earshot aggro caused". Also enviromental effects that influence aggro aswell, like shadows or soft grassy land :) Adds some space to stalk attacks aka backstabs... Just think your Ranger hiding in the bushes, aiming to stalk-shoot a difficult foe before engaging into propper fight? Ratys 12:49, 7 May 2008 (UTC)
This would be a great idea...i also think that there should be a skill available to all professions (PvE only) that for a short amount of time can cut your normal aggro bubble to half size, and another subsequently to twice the size. If the skill was made to have a high recharge and energy cost it could be a great asset, yet still balenced The preceding unsigned comment was added by 69.249.137.77 (talk • contribs) at 13:46, May 10, 2008 (UTC).
Just call it LoS (or whatever) arrgo range reduction^^ If ANet will implement this, therm "aggro bubble" will be changed alot... Ratys 22:09, 10 May 2008 (UTC)
The best best would be a spell; for "x"second you have half aggro range but after the "x" seconds you have double aggro range for same amount of time. {Small and Deady}

[edit] New Monsters Throughout Game

Going through Guild Wars, I really hated seeing the same type of monster appearing over and over again as I progressed through the game. Scales, for example, continuously reappeared as the game progressed, except the only difference would be a few colour edits, a higher level, and a different name. In my opinion, that's really lame. They should definitely put in the effort to make all new monsters, and really let the creativity open up. I do realize that this would take a lot of work, to create new types of monsters everywhere, with their own unique movements and what-not. But still. Doesn't it get annoying to see the same monster over and over again? - Quinn. April 24, 22:54 2008.

No, it doesn't get annoying. In order to make a good game that makes profit (i.e. income > spending), you have to cut corners somewhere to be competitive. I'm all for additional content, but we also have to be realistic. There's plenty of monsters in GW, and it doesn't get repetitive IMO. -- Alaris_sig Alaris 13:21, 25 April 2008 (UTC)
One thing about the Game I use to play called EverQuest I like was the mosters there was allot of them all dirront types and I realy like the fantcy type ones. --The preceding unsigned comment was added by User:Benjaminp (talk).
Also if you think about it Monsters that are more commonly seen through out the game is realistic. If you think about it a lot of the animals in real life of the same family live on many different continents. Some examples of this are Bears, dogs(wolves, fox, and so on), cats(lions, cheetahs, tigers), gators and crocodiles, i could go on and on about it but I think you get the point.
i think this is a good idea, up to a certain point however. i agree with the person above, there are enemies that should be more commonly seen, but i think they should be given more general attributes. for instance, the fire imps in the prophesies campaign are everwhere. just with different names and sizes. most the places they appear in, doesnt seem like their normal habbitat, like kryta. so i think that they should make monsters that fit the habitat. and also some more general monsters that have more generalistic and adaptable attributes. Especially with the undead, i think that undead should only appear in dark gloomy places, because all the undead running around in sunny kryta just doesnt fit. maybe night/dark, and different weather should apear in gw2 to help suit the monsters that appear in certain area's. -- gw player "Tidus Sureshot"
Thats really cool, creature changes depending on time of day/season (if ANet will implement this)! Would be like: "When the sun sets, everything is like casted to slumber: no any living thing stalking the place, no any leaves move on the trees, even insects stop singing and scratching in grass. At this time, The Undead crawl out from their buries and rule over the night." ^^ Ratys 09:19, 9 May 2008 (UTC)

[edit] Toilets

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

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

[edit] Sea Travel and Boats

I read the article on wiki about the gw2 expansion. I was thinking that because all the campaign maps currently are seperate are they're making them into one super huge map? If they are i think thats a really good idea, if they arnt then they should. but someone above mentioned water mounts. i think this is a really good idea for maybe traveling between continents and large sea's/lakes in explorable areas. for instance you could have an explorable area from LA to Keineng centre, that you have to take a water mount across to, to access cantha. Some kind of sea creature would fit, or maybe on the side of lakes/sea's there are little huts with a person standing inside. You can talk to him, and for a small fee charter a small boat for you and your party, [maybe 200g equivelent of gw money?] this would make the game more indepth and interesting. seeing as the boat is chartered, your charected stands at the helm and using a,s,d,w keys, you can stear the boat [taking into effect wind direction and boat speed maybe] as charecters can swim you can also leave the helm and run and jump of the boat? and whilst someone is stearing it leaves the other party members to explore the boat, maybe have some minigames on it or something ? or a little dueling arena. i think something like this would be really cool! - tidus sureshot

  • But the sea route to Cantha has been cut off by the sailers that the dragon of Orr corrupted...there are conflicts in Cantha...so we have to be able to go to Cantha eventually.( (I'm not sure how to cite my name) ~Shewmake~
Maybe something to that effect however you may want to try something guild realted, I mean have the attacking guild have to fight their way to the beach and set up in the town or outpost. These ships should be big and small depending on how many people and npc soldiers are in there. In addiction to ships there maybe could be a hovering or flying asuran ships or devices with the same objectives to land and begin an attack. 24.32.111.53 17:56, 27 April 2008 (UTC)no signature
1 super map hell yea im hoping this would be the case I always wanted to see a massive persistent map way bigger than wow or anything. As a side thing what if wow between eastern kingdoms and kalimdor was all 1 persistence without that load screen between them that would really rock.
Mby big enough to actually have plans going over the map so you have to be in the plane for 10 mins if you are going across the world and it actually flies in the persistence where you can see all the landscape below. 122.109.43.82 16:05, 28 April 2008 (UTC)
i cant really remember how the instance/persistant world thing works but i would love to keep map travel. Maybe the first time u et somewhere u could take a boat trip and they leave every 10 minutes or so. that would be hilarious if we had to defend it on the journey

Then afterwards we would be free to map travel it or fly using our new amazing mounts you are going to give us Anet?

I think it would be cool if you could do a guild battle on one boat or two like have cannons like in a pirate fight.
i'd prefere to travel by the asuran gate network, that way travel to the other continents could easily be restricted, since the gate used to travel to EotN was blown up by Vekk.

[edit] Sprays Like in Counter Strike

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

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

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

[edit] Integrate WoW with GW2 so We can Fight Each Other

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

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

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

[edit] As Far from World of Warcraft as Possible

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

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

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

One of the biggest problems would be that its getting harder and harder to come up with new stuff for a game. most things in MMORPG´s are comparable to eachother(skills, the whole "str, dex, int" scene, simmilar classes), and i think ArenaNet did a terrific job in trying not to be like the rest. guildwars is just perfect the way it is now, because its different from anything else you will ever play :P °bragoran°

[edit] Skills

First time poster... Hi. IMO change the skill bar to hold keys; (1,2,3,4,5,6,7,8,9,0) = 10 skills, allowing two or three elites. The restriction is needed to add more value to the game, but 8 skills just isnt enough at one time and gets very boring doing the same combo over and over. Combat needs to be less restrictive, we want to be able to REACT to our suroundings not having to predict what is going to happen then go out and do the same things to the same mobs. EVERYONE WANTS THE 'OOOMF FACTOR!' of unleashing a powerful skill effect. [If needed implement a 3 second delay between use of the three elite skills to prevent over use of them]

KEY POINTS - Don't restrict skills that our characters already know. What are they doing? Forgetting the skills during the inflight movie of map travel? - Make skills such as sprint extinct, make the (`) button the sprint button which decreases a stamina bar, once fully drained you slow to walking pace to recover. Stamina bar length increases as you level up. After all it's wasting a skill space for no reason. [possibly warriors can sprint longer than elementalists, etc] --The preceding unsigned comment was added by User:92.232.217.195 (talk).

This is not Diablo 2. Please do not make it as such. Bad suggestion
Adding more skill slots might be nice, but having more than one elite would make the game to easy. One elite is good enough and should remain that way. They did make 8 slots for a reason though. It requires skill and timing to pull off good combos, instead of having 20 or 30 different skills. Say I was using an Elementalist and had 20 different slots to fill with skills. Chances are I'm stil going to fill it with all of one attribute, and even then ::I'll probably use the same skills I would normally if I had 8 slots. It wouldn't make a different to me if they added more slots, but adding more elites would be a very bad thing in my opinion. I'm going to have to disagree on the topic. --98.221.91.99 01:43, 27 April 2008 (UTC)
Stop trying to make the game more like WoW people :\ The 8-skill restriction means you need a team to operate effectively, because you can only do so much with your skill slots. Having to think about the game is good, and if you disagree, stop playing. It's an RPG after all -_- Also, Sprint is part of the balancing of worth. As is now, to have a monk completely kite from a Rush/Sprinting warrior required a snare, or a speed boost. You have to decide whether that's worth a skill slot, and if you use a snare, you need to use team play as well. What you suggest, a monk could simply hit their run button and kite away, with less skillbar planning, or thinking needed. 71.31.149.63 05:24, 27 April 2008 (UTC)
Skill restriction is key feature of GW, it makes you better think on usable combos than filling your 30-skill bars and spamming 2-3 most powerful of whole mass. Balance FTW. As for second idea... Imagine: | cost: -4 energy regeneration | recharge: 0s | cast: 0s | Stance. While you maintain this stance, you move 10...33% faster. Ends if you stop or if your energy drops to 0. Ratys 19:50, 27 April 2008 (UTC)

I didn't suggest this to make GW like WOW, becuase i for one hate many aspects of WOW, but love others. IT IS NOT A GW v WoW ARGUEMENT, drop the annimosity =D Surely planning a skill bar of 10 skills would be the exact same as planning an 8 skill bar except you can have more freedom to do what you want to = more enjoyable experience. I suggested more than one elite becuase I like many others hate the way that the game is labelled as to what skills you have. Blahhh... nobody wants to fit the mould of every other player out there, we want to be different. Just a bit of reasoning why i suggested it. SIMPLY SAYING IF YOU DONT LIKE IT, GO PLAY SOMETHING ELSE - IS REALLY PATHETIC. I'm going to buy the game anyway no matter what just to try it out, but i'd rather it contain things of preference hence why suggesting ideas.

Agree. In WoW , you got many more then 10 skills. And the skill system will be completely different, so you cant really compare GW, GW2 and WoW Ulkiges Ding 17:32, 28 April 2008 (UTC)
In regards to having to re-buy skills of the same class per character (so what if i want 2 elementalists!) can there be some kind of pay (e.g) 1platinum to "learn" from my other characters? So my newbie learns all the unlocked profession skills including elites from the other ele on my account for a fee. Then I wouldnt be paying to unlock skills i already know. It already is like this for heroes, they have access to all unlocked skills (i think its on the account...) :D (neko138-no sig)

There is a remedy for this already in place and is quite effective (tomes) yes you still pay a nominal fee for them but you get to learn a skill you would otherwise not have ~~Gow Czar~~

You can find or buy from people times for your character class. These will allow you give already unlocked skills on your account to the respective class. In addition skills are not expensive and your second time around with the same char why would you use the same skills anyway. Mindless. Think about these things before posting them. You are just lazy. These suggestion are to improve the gameplay not to make the game easier for all of you slothful participants. Stop wasting the devs time.
Alright first of all youu can learn other skills from your high level characters(its called tomes), but anyway to my main point. I read about the companion feature in GW2 and it said if you don't use 1 then your character gets a few advantages. Why not make a few extra skill slots one of those advantages? that would keep balance and make pretty much every1 happy

[edit] Mini Map Destination Point

There is one little thing that kindof bothers me when i'm playing GW, and that is that i can't set my own destination point on the map, so an arrow wil guide me to that point.

So in Guild Wars 2, you could like open the world map, tap the right mouse button, and VOILA! You have set a destionation point that wil cause an arrow on your minimap to point in that direction to the point you want to go to!

Get my point? Good! --The preceding unsigned comment was added by User:StupidJoe (talk).

Yes i agree.
Mate, you nickname StupidJoe is false :) Very clever and reasonable idea, keep that up. Ratys 19:52, 27 April 2008 (UTC)
Marks on map are good too! a good adition to the strategy mechanic. Kioga 16:11, 28 April 2008 (UTC)
One of the few excellent ideas on this page. A nice addition would be being able to add permenent marks to maps of an area, to mark where something is for return trips. 71.31.149.63 19:26, 1 May 2008 (UTC)
Good idea, but you have to make sure you can turn it off without making another one. My God that would get annoying. -Tarascus Bloodblade

It should have been already in the first Guildwars, if you ask me. -Zerone

Good idea. Ability to add marks with comments, remove them, and select one to go to would be great. -- Alaris_sig Alaris 14:58, 2 May 2008 (UTC)
Probably wouldn't be too hard either, may just take a modification of the current drawing on radar system to get this in game. The more I think about this idea, the more I realize how incredibly useful it would be. I would really like to see this in GW2. 71.31.149.63 19:38, 2 May 2008 (UTC)

This is implemented in Final fantasy 11 and works very well. Not hotspots that you can warp to but a location marker that you can label for a point of interest (boss, chest, npc etc) I think this should be implemented in GW2 for many reasons and all it takes is a little editing to the world map interface. It is actually a prett easy programming step and all of these "locations" or markes is actually stored locally on your system so that it onyl requires a couple of lines of code to be written in for accessing and synching.

Assassin's Creed has this feature and i love it, its great to be able to zoom in on the map and set a desination to where i want to go. Though it should only be character based and not party based.--Treasure Boy 16:52, 8 May 2008 (UTC)
I for one agree with this it would be a great added feature. Even more so now with GW2 not using instances so much mark on you map a few spots ect.. where you can reference back to it remove it and shows only on your own personal radar... this is one of the best suggestions to date ~~Gow Czar~~

[edit] Level by Fighting

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

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

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

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


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

[edit] Earning Gold

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

So plaese, make a better way to earn money in GW 2! --The preceding