ArenaNet:Guild Wars 2 suggestions/Add more stuff for GW2

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Guild Wars 2 Suggestions

This page contains a list of suggestions that do not present anything new for GW2. Instead, it lists requests to expand on the existing features that can be found in GW1 for GW2.

More grind (Discussion)

Add more grind.


Why this is a good idea
  • Many RPG players enjoy grind
Why it may not work out
  • Makes game unplayable for causal gamers
  • Most Guild Wars players dislike grind
  • Grind is a sideeffect of games that sell time via monthly fees. It is not necessary from an economic standpoint in a game like GW2.
  • One of the promises GW makes, one of the selling points by which it advertises itself, is "skill, not grind".
  • Grinding is a waste of time. You could be questing or having fun pvping or finishing the game and still gain xp. Why should arenanet and ncsoft make it so you have to go around killing monsters if its not even what you really want to do?

Careers

Have different careers where players can make money. The higher the skills in the item the more money they could make. i.e. a blacksmith could make armour and weapons and sell them in the market which would be driven by supply and demand.

Why this is a good idea
  • This in combination with a market would add a strong economy to the game
  • A good alternative to people who do not like to farm
  • Would give people who like to grind a way to also enjoy the game
  • You would not have to have a perfession if you choose not to. You could just play GW2 as you did GW1 and make your money the same way.
Why it may not work out
  • Some people like to buy low and sell high to unexperinced players
  • if not properly balanced it could result in eveyone being in one profession

Farming Areas

Specific farming areas; should be smooth and clean, especially with solo farming.


Why this is a good idea
  • Help new players get what they want, instead of relying other players
  • Helps out with complicated titles
Why it may not work out
  • People often get bored with farming
  • The whole GW2 world is going to be persistent; any good farming areas are going to have hundreds of people all wanting to solo them
  • Grinding is something players are getting frustrated with
  • Farming/Grinding does not seem to fit the GW paradigm, and more interesting activities could be offered

More creatures (Discussion)

More monsters. Make every monster unique; don't reuse old ones.


Why this is a good idea
  • New challenges
  • Much work gives us more stuff to appreciate
Why it may not work out
  • Much work to implement for little gain
  • Would be a change too big, some people really want to kick some "known" asses, seriously.
  • theres no point posting this one caus each new game has new monsters - proph mursaat - factions afflicted - nightfall margonites and eotn destroyers so obviously thers gonna be new monsters

More elite areas (Discussion)

Add more high end difficult areas.


Why this is a good idea
  • Game more enjoyable for skilled players
  • Can have one for each God (addition to FoW and UW)
  • Allows for more of a challenge especially for those who seek it and strive to venture into these areas
  • Adds some challenge for people who finished the game (UW n FoW may just get out of fashion someday, and people want more options.
Why it may not work out
  • Per definition, most players will not be the 'elite' and thus miss out on this content

Dungeons (Discussion)

Have Eye of the North-like dungeons in the entire game.


Why this is a good idea
  • Fun
  • Limits easy game completion
  • Nice to see other skills being used than "hack down the monsters" like every other dungeon game
Why it may not work out
  • Less clever players may miss out on the rest on the content in the dungeon as they can't get past the puzzles


Randomly generated dungeons (Discussion)

Guild Wars 2 should include some randomly generated dungeons in addition to regular dungeons. There could be a pool of base floor layouts, each of which has a pool of barrier configurations (to prevent randomly generated impassable levels) and spawn point configurations (to prevent random monster clumping). Monster parties could also be selected from pools to prevent overpowered or nonsensical monster groupings.


Why this is a good idea
  • Keeps every run through feel unique
  • Exciting to explore places others have not
  • Would allow a high-end area which isn't repetitive, increasing replay value
Why it may not work out
  • If one will fail a generated dungeon, he/she won't be able to get back, and that will probably not be as fun.

More elite craftable weapons (Discussion)

Add more expensive weapons, perhaps using trophies as crafting material.


Why this is a good idea
  • Gives a reason to focus on one type of enemy.
  • Gives players more options for their characters that fit their playstyle
Why it may not work out
  • Will cause grind.
  • if u can craft it it wont be elite would it? it would just be high damage

More healing professions (Discussion)

Allow several professions to be competitive as healers.


Why this is a good idea
  • Makes it easier to find human healers
  • Means not having to use AI healers
Why it may not work out
  • Players may refuse to go healer, as they picked the profession for the damage side, thus making it harder to find healers
  • Secondary professions allowed this already in GW1; not really any change needed

More emotes (Discussion)

Add many new emotes. For example:

  1. /curtsy
  2. /kiss
  3. /hug
  4. /play dead (with pet)
  5. /poketongue
(see discussion, or User:Azalea Ina Dorada/GW2 Suggestions for more)


Why this is a good idea
  • Expands players' self-expression
  • Some players enjoy acting
  • Always good to have an extra feature to pass time if you don't want to game hardcore
  • Natural evolution of /dancing, allows players to enjoy themselves when not questing, etc.
  • could add /Caramelldance () i could imagin a mixture of men norn charr silvari and asura doing this in the middle of lions arch
  • Could be a big point for some quests, such as /dancing in one of the Nightfall quests (where Goren tells you that you have to dance to get in).
Why it may not work out
  • Other players may find any emote irritating or offensive

More difficulty levels

At least three difficulty levels (i.e. Easy, Normal, Hard). Differences include variety in enemy groups and constant enemy AI.


Why this is a good idea
  • Gives a good challenge for a wide variety of players without artificial buffs (hard mode speed increase) and nerfs (the really bad normal mode ai).
  • Less reason to make separate pve and pvp skills and mechanics.
  • Hopefully prevents tanking and other boring strategies and takes the game beyond what other online rpgs have to offer.
  • Probably makes it harder to farm stuff, which is good in my book.
Why it may not work out
  • Makes PVE harder and more interesting, which people have expressed dislike for.
  • Goes away from the mindless grind people seem to like.
  • Probably makes it harder to farm stuff, which is good in my book.
  • Rather more actual content instead of different difficulty levels.
  • It's stupid to play same areas, missions, etc. many time, just in different difficulty level.
  • Realism
  • You might be able to play the game on hardest but you choose to play on easy and Farm high drop rate area's making farming more popular in the hardest area's of the game (picture UW with same drops same enemys but they do the same dmg as pre searing charr and are very easy to kill. This would destroy the point of High level area's.
    • ===Subsection: Normal, Hard, Ridiculous?===

Just for those who thought Hard Mode wasn't Hard enough, have each monster get the boss powers (double damage, halved durations, etc) and then make the bosses even better. I'm not sure about the bosses, maybe increased chance to hit through block/blind, or generic boss skills, or something as simple as triple damage.


Primary/Secondary enhancements (Discussion)

Primary and secondary professions should stay, but need more growth in them, such as primary advancement which enables more variety among the various professions.


Why this is a good idea
  • More variety.
  • Enables developing a character further than just primary/secondary.
  • Does not opt ideas for primary/secondary/tertiary.
Why it may not work out
  • Too much grind.
  • Unpopular advancements.
  • Too much like games such as Maple Story.