ArenaNet:Guild Wars 2 suggestions/Realism

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Guild Wars 2 Suggestions

Realism

I'd like to see more effort put into making the environment more realistic. Some ideas for consideration:

  • Male and female animals living in the vicinity of an identifiable nest with their children - At the moment they are just scattered copies with random movement for ai. They should act like animals instead of npcs and changing sizes doesn't take a great toll on information download.
  • Actual combat impact - Arrows sticking in, wounds forming ect. Their removal isn't as important for the realistic experience as their presence. They could merely fade away when the player experiences health regeneration. The amount of aggression one player is recieving should negatively affect his performance in combat but this would overpower spiking.
  • Weapons need to be placed somewhere when not in use - Things that disappear are unrealistic.
  • Town guards physically defending towns from actual monster raids - The monster raids could be timed or random, no one would notice. If towns are instanced, the raids could be implemented outside only, like with Ventari's Refuge and the Centaurs and White Mantle. It doesn't happen all that much throughout the campaigns and should.
  • Actual emote interaction - The emotes are almost redundant data in GW1 and need to play a bigger role in PvE. Watch two groups of conversing corsairs. /wave x2, /talk, /ponder, /yes, and they go their seperate ways. There could be diseases which spread and cause people and NPCs to involuntarily use the /cough and /moan emotes. Some ideas for player interaction emotes are /dig, /water, /hug, /slap, /sit (on chair) /poke and when there's nothing around the player /shrug's.
  • More diversity between mobs - Different builds (a white mantle might run hamstorm for some epic lulz.) sizes differing, splittable/non-splittable, calling other mobs to join them (Imagine a wolf being lured by your team. He trots towards you, stops, howls, then all the wolves within the radar stop what theyre doing, prick up their ears and join in.) Randomness is exciting.
  • Economy becomes location specific - A town needs one item and another has it in ample supply. There is most likely large expanses of uninhabitable land between them, as is custom for explorable areas, so logically, merchants have trouble trading. Copy and paste the economy code for the GW campaigns to each town and you have a simple version. (I believe I saw somewhere in the Prophecies manuscript that you could make a profit from being a merchant. True to a very small extent but, if this is implemented, that aspect of the game would be 10 times more involving.)
  • Guilds could fight to own/trade/sell towns, take cuts from the merchantile profits and maybe set prices. An idea is to have an alliance server, different from other servers. The alliance of the owning guild can enter and leave as individuals but the attacking party must agree that the leader's guild recieves the town and all must click accept after a message saying, 'your party plans to attack this town' pops up. If a team is already attacking the regular 'this server is full' message is displayed. All online guild/alliance members have a message pop up saying '[insert town name] is under attack' and can quickly return to defend it. Alliance members might not recieve this message to make the town easier to steal undefended, causing the guild to ask for assistance themselves. This adds realism. Players retain the ability to fight while in this district and when a player is reduced to 30% dp they are kicked. Town guard npcs must be present and should differ in strength for the town's tactical position but must always be very strong. If no alliance members are present, after 10 minutes and killing all the NPC's, the attacking party succeeds. There is no limit on the number of Guild members who can be in the town so they have a massive advantage but must be ever vigilant. This makes the title mean Guild WARS and not Guild.. PvP minigames..
  • Weather - random to some extent with the diversity of effects controlled by the season.
  • Time - a spinning globe may be hard to implement but important for realism. Players should need to perform worse under fatigue and have to ability to sleep.
  • Players could be able to adopt non fighter professions, gaining experience in that field for each job they perform in exchange for materials and/or effort and recieving money from npcs and players who require their skills - examples: smelting heavy armour, weaving light armour, hunting game, baking warthog pie, logging, mining, brewing, building (I'd love to see actual in game development), drawing runes, crafting weapons/tools etc This isn't necessary for gameplay but is an interesting and involving aspect of a character to develop.
  • Running should have a greater effect on the surroundings - grass, bushes and the like should move when running through, NPC's could move their heads to watch you on your journey, animals look up while grazing ect.
  • Indoor environments
  • The ability to use the environment to assist you - moving boulders, luring guards away from gates, climbing trees, attacking inanimate objects to break or send rolling down a hill ect.

Those are all the ideas I can think of. Feel free to add more if they come to you.



Ok, here are the ones realistic and truely great out of the list:

  • AI using the emotions: this is fairly simmple to do and would not take to much code to produce and could just be reproduced in dif versions
  • Arrows sticking/visible dmg:This is great except it would be hard to show sword dmg under armour. The only thing you could do id make the armour look worn out but isnt that the factor in diablo and WoW. Second- The arrows would be a great addition (very simple code). i allways wondered why the arrows disapeared, did they hit me so hard the exploded ^_^)
  • The town defence has allready been used in a outpost in proff. This only left people wanting to fight the attackers them selves wich would cause the factor known as (noobs aint got no kills). This was shown in RS and WoW where the nubblets cant get any dmg through to the enemy while all the higher lvls take a 1-ko hit.
  • Weather- Weather is perhapes the simmplest thing to do yet cause the game to be so much better. In fact in some places in prof we allready have weather...it just never ends. Having a cycle of weather throughout the months such as june for rain and what not would be great.
  • Time- We dont need to be on the spining globe, we just need to make a big squar over the land with and image that moves through it, and hopefuly our image freinds can make it look realistic. This would take a little time to program the shader and get a huge image but would be great, also would be able to see star constileations because the image would be so big. when your in ascalon you would see difrent thing till later in the night/day then you would in LA. Wiit For Time Zones.
  • For a non combat thing it sounds like your trying to say beeing able to have a job like WoW(do you play wow cause it seems thats what your trying to sudjest guild wars should turn into). This idea Would be good to make gold and reduce the grind of farming, but it would have to be nery small amounts of gold and the jobs can't allways be the same other wise it turns into the sims, which its not, it a rpg. But still a good way for noobs to open the chest and get armour,but then again.......dont we have that thing called.....quest? We cuold add more gold rewards from quests but thats a diffrent topic.
  • Runnin - I have nothing to say except great. Once you get rid of that felling that somones watching you....and that all the npc's are stalkers....
  • More diversity between mobs - Oh i can just imagine it....i pulling lvl 28 bosses near the end of the mission they yell out soon i have 9 lvl 28's trying to get at my ass as a run for sweet life. Id have to keep it to short things like animals as you said. I dont want more then things that hunt in packs like wolves....or those bastard rabits.....to call out.
  • Economy becomes location specific - Okay, this is not a good idea, despite the fact i said i would post the good ones.... i can't help but rag on this. First off there are so many items availible for sale it's not even fun to think of how much code that would invole. Second people allways want to get the best price and dont want to have to spend 15 mins to find the place with the best price. I WANTS TO KEEPS MY GOLDS! Area specific prices will destroy what people are selling for because they are forced to sell at the lowest price (wich they first have ot find -.-) and would mess up other prices like runing and power leveling. Doing this will make everyone poor because prices will have so much diffrence from the splace where people just farm and sell and the outposts where none is. It's bad marketing.

well theres my two bits.

The onylthing i want in the is for the player able to own land and build somthing on it. Kinda like the guild hall except it would player based. You could have "Home Storage" where you can keep your own chest or throuw partys. Or is your a top-da-line player you would be able to show off your 10mil crib *bling bling*

The reviewer - Sir Mad I X


Why this is a good idea
  • Makes the game more engaging.
  • Introduces aspects of videogaming that would make the title epic for more than just gameplay.
Why it may not work out
  • All the ideas past the first three require coding of epic proportions.
  • Magic. It is a fantasy game. (< none of the ideas involve magic)