ArenaNet:Guild Wars 2 suggestions/Scratchpad
Warning: This page was moved from User:Gaile Gray's userspace to the ArenaNet namespace. As part of the process, the GW2 suggestions page will be moving to a categorical format. Please add any new suggestions at ArenaNet:Guild Wars 2 suggestions, not this page! |
Different Races, different abilities
I need a Barber
Make Tengu a Playable Race
Duelling other players both in pve and pvp
Death Penalty
Allow New GW2 Name Linked to HoM Benefits
Making Joining a Guild Character Based
Bows Firing At Melee
- ← moved to ArenaNet:Guild Wars 2 suggestions/Bows
Option To Use Your Other Characters as Heroes
- ← moved to ArenaNet:Guild Wars 2 suggestions/Heroes
Fewer Loading Screens
Elite Areas
Different Armor Skins Based on Play Type and/or Titles
Suggestions on Suggesting
- ← moved to ArenaNet_talk:Guild Wars 2 suggestions
Running
Adv. Animal Panel
LoS Aggro?
New Monsters Throughout Game
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 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 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. —ZerphaThe 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
- TY whoever posted this... I needed the comic relief after that one where they wanted to mix WoW and GW... This had to have been a joke... not that I'm exactly quaking w/ mirth... but it is a about the dunmbest Idea I've seen yet... (no offense meant if this was serious)Zeph 01:04, 2 June 2008 (UTC)
- Woah. This is the old ages here my friend. Where did you get toilets from?! I mean rangers went in the bush, eles casted some vanishing spell, wars probably got thirsty and drank it, and necros..they just crapped themselves. I have to tell you though, I need that laugh, lol. 76.240.199.123 05:47, 4 June 2008 (UTC)
- TY whoever posted this... I needed the comic relief after that one where they wanted to mix WoW and GW... This had to have been a joke... not that I'm exactly quaking w/ mirth... but it is a about the dunmbest Idea I've seen yet... (no offense meant if this was serious)Zeph 01:04, 2 June 2008 (UTC)
- kinda reminds me of "/bowhead" in combination with Divine_Aura
- As long as you remember to "/Flush" (Monkenstien)
- 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)
- I cannot imagine this anon was serious, i think he's just laughing his head off about what we reply to his comment. —ZerphaThe Improver 13:51, 29 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)
- 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)
- 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)
- 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 05:10, 26 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)
- GLF crapper for HA(7/8) -_- 71.31.149.63 22:22, 25 April 2008 (UTC)
- This is not The Sims. -- Gordon Ecker 21:23, 25 April 2008 (UTC)
This is such a #2 idea. Woop ‧ talk ‧ 05:32, 29 August 2008 (UTC)
Sea Travel and Boats
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)
- 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.
- And your capslock is broken. 71.31.149.63 05:27, 27 April 2008 (UTC)
- 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)
- I happen to agree with the above statement. I say no.
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)
- To put a bit of a twist on the concept, what about the capability to put your Guild's cape logo on the ground or hovering in the air(with magic, of course), with a command like /guild or /emblem or /mark? It could last about 10-30 seconds, and you could have it so that it'd glow brighter, be bigger, last longer and generally be more awesome if you had a high-rank guild. This could also work with GW1, too, I think.--Kite 20:32, 18 May 2008 (UTC)
- To expand your idea, it could be put to good use, like a map pin that shows up on the radar and mission map; you and your party members could use it as a strategic marker of sorts. → BROWNSPANK 09:50, 10 June 2008 (UTC)
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)
Also, think, WoW and Guild Wars ARE competitors, infact, a friend of mine switched to WoW and hasn't played on GW since... MAYBE for if you wanted to fight, there could be a GW2 realm/WoW realm thathas game vs. game pvp. But very unlikely.
- that is the most stupidest idea i have ever heard. while we r at it why dont we bring in runescape too. or LOTR hell y dont we put pokemon in it too
You realize there would be lawsuits up the wazoo if they did that, right?
ya this idea is unrealistic and not economically proficcent if there is no compotition the government will nerf the monopoly.~RedRabbit
why on earth would we want anything to do with WoW? All of their characters are cartoons, if you stabbed them, ink would probably bleed out. (222.153.6.33 15:34, 7 June 2008 (UTC))
Wow, did everyone lose their sense of humor and contract rabies? Lighten up, people, it's obviously a joke. The SWG bit should've given you a clue. → BROWNSPANK 09:58, 10 June 2008 (UTC)
i really dont like the idea that WoW couse players in WoW have other skills other armor and can even have much more skills then people in GW2...
- This idea is cool, imagine killing some of those annoying aliens with trumpets from Star Wars. - Elder Angelus 15:44, 10 June 2008 (UTC)
A main reason this would be horrible is because WoW characters have a huge amount of health and energy/mana. An ele in GW with alot of Energy Storage can have about 80 energy(counting runes and insignias). A caster in WoW can have 7000 mana. Also, warriors in WoW have like 10000 health and GW warriors have like 600. Lastly, all WoW skills and spells deal huge amounts of damage becuase they have huge amounts of health. Pyroblast9a mage spell in WoW) at rank 10 can cause 990-1190 damagw without upgrades. Nothing in GW compares to that. Not to say that GW health and energy system is bad, I prefer it. And in that earlier comment were that person said their friend switched over to WoW from GW, yeah.......your friends probably addicted by now. Thats what I enjoy about GW, no monthly fees, and not super addicting like WoW.
this is just a very VERY stupid idea, you must be 7 years old to suggest such a thing
- No personal attacks. I don't see it happening because it would require extensive collaboration of competing companies, but it would be cool. As for balance, you can always balance across games. WoW chars have 20x the life? Fine, but they deal 20x less damage. -- Alaris 14:05, 3 July 2008 (UTC)
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°
- WoW and GW are more alike than you know it guys .There both online rpgs .They both have the standard classes for mages and other races like fire etc .They both are 3rd person .they both have npc's with voiced hellos .both have quests .both have the same types of weapons .both have trading etc etc and as said above wow and other games have allot of the same types of ideas etc and WoW didn't invent stuff like mounts or persistence or any other thing I see people crying over in these posts all WoW did was compile what they thought was good into 1 game, one of the very first mmo's ultima online had mining and mounts and boats and other things etc if you want to blame any game because you don't like those features blame that game instead for making them mainstream in the first place.122.109.43.82 10:59, 16 May 2008 (UTC)
- You know what else is a MMORPG with mages with fire, is third person, has quests, characters, medieval weaponary, trading, and so forth? Runescape. Does this make WoW and GW like Runescape? Not in the slightest.
WoW is unlike GW. Guild Wars is almost a strategy game, in that level 20 is so easy and quickly reached it's basically a prolonged tutorial. PvP is a comparison of skill and playstyle, not how long you spent grinding to get Pwnz0rs +38 Hammer of Death. If GW2's levelling system changes this and makes grinding the be all and end all of the game, I'm staying with GW1. Unsigned. thank you and goodnight.
OMG the level cap, there MUST be one, of some kind. There has to come a point when all chars can no-longer get any stronger. altough, I have wanted something like a sudo level, were you cant get any stronger, but your displayed level can still go up, a way to show off if your an old veteran and have like 10 mil XP or some extreme amount. The thing that makes GW GW is that you dont have to put an enormous amount of time and effort to be good. A level cap needs to be something quick and easy to get to,, but not too easy. I pulled 1-20 and first rank survivor in about 6 hours in factions. Way too fast. Should maybe take 2-3 days of hard core playing, a week or two of an hour a day play. What I like about GW is it doesn ttake me a freakin year to get my char fully beafed up and awsome with max armor, weapons, runes, and such. In GW, time =/= skill, unlike WoW, were as long as your 60/70/80(when WotLK is out), you can easily take on anyone of equal or lower level. Gear and level equate to being good in WoW, GW actualy takes skill. You drop the level cap and most of that goes away. It may seem cool at first, but a year later you will have people that play 24/7 that will be mostrous lvl 200/300's thwta can take an army all on their own. Not cool. Like someone said earlier, Keep GW GW. Adding new features like an auction house and a barber are cool, but dont mess too much with yhe machanics. I have played pretty much every other MMO out there, and GW is the only one i have stuck with. Why? Because it's different and not the same time invested = skill BS that EVERY OTHER MMO out there. WoW being the greatest offender. --Wolf 15:15, 9 June 2008 (UTC)
Skills
Mini Map Destination Point
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
- LOL Flyff is Korean. But i know what you mean. I hate the idea too.
Yeah, i think he means something like the GTA4 minimap markers, which leave a line on your minimap of the route to take, but only problem is.. it would cancel out the whole 'Adventurer' status as a character, i enjoy being able to find my own way, and make mistakes, though have found the mistakes always seem to make me learn more about the environment.
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 unsigned comment was added by User:StupidJoe (talk).
i already get good gold in gw(from :uw,fow,dungeons (and it is kind of ligical that u get the most gold out of the hardest places)) but i would realy like to see jobs in gw2 in wich you can lvl up but the combat should realy stay on the first place ( i mean dont go runescape style)--The preceding comment was added by User:redlord (talk).
- Just pick the items, every thing that drop(beside from "tutorial" area) worth between 60-400g. Sell them to merchants, that what they are for. Then you wont have to share. For GW2 i would rather see gold drop gone, except maybe for larger sum but only on foe race that use curency. Not all of them should drop gold, but when one do the sum should worth picking up. --Bob 18:43, 27 April 2008 (UTC)
I would also like to see more gould drop and certin fow dope speal iteams.
IMO - Gold drop shouldnt exist, only for races that carry money. Bears dropping cash = NO! Remove unrealistic drops, encourage realistic, bear skin instead of cash = sell to merchants and get same value as cash that would have been dropped = more realistic.
- I take my prescribed dose Realism in RL so I don't have to take it in GW. Maybe bear ate some rich adventurer along with his money pouch before you killed him? Biz 12:51, 29 April 2008 (UTC)
- yeah i agree with the whole "farming get u enough already"idea... my necro got to level 20 in like 4 hours due to farmign trolls at level 7! thats like 380xp per kill!
- Titan Quest works that way and it makes everything a lot more realistic. --Treasure Boy 23:17, 20 May 2008 (UTC)
- yeah i agree with the whole "farming get u enough already"idea... my necro got to level 20 in like 4 hours due to farmign trolls at level 7! thats like 380xp per kill!
- Agreed. I think that you can *duel* players. A ring of energy would surround the players and they could fight each other 1v1. It would be like ascrim, but oyu would be able to take gold and/or xp from the person.
- the whole point about MMORPG`s is the "close to realism". bears eating rich adventurers = OK, but that would mean you are going to slay the bear, slice its belly open, and squeeze the money through its intestrals untill it comes out either way.... not a very MMORPG-like thing :P. just put money drops on other races, and they dont even have to be playable races, since there are loads of races in GW1 that would be able to have a money currency of their own, tengu for instance. °Bragoran°
Hi, i don't play gw1 as much now, cos there is not much money, unless i spent 16 hours a day to farm, i would only get 40k, cos i am not that good at farming, i can't do UW, or 55 monk, that is way to hard for me, i would just have to do 8 people in a reasonable area like outside droknar, but with 8 people, i not got 16 hours a day to play the game now, i only can play it 4 hours a day, so i can't earn much money, and that makes me sad, cos i want money to upgrade my heros, and buy new skills and elite armour, but since the game started it was easy to make money at first then they started nerfing it, i just have lost interest in the game now, i play this game not for the storyline as much, i am that type that gets a buzz from speding money and improving things in the game, but the game as lost its appeal to me now
- Full stop, also called period ( . ); use it more often, please. I actually like grinding. I made my first 20k by "farming" juvenile termite legs... ok, i started playing during wintersday 2 years ago. There are enough ways of getting money in GW1, one of them is trading. IMO this works pretty well, you shouldn't change it too much in GW2 --Hachnslay 09:49, 13 May 2008 (UTC)
- So what you really want is not more fun ways to make money, but more user friendly ways to trade with it. (Viva auction house!). --Ckal Ktak 07:28, 14 May 2008 (UTC)
- I agree. I am usually poor in gw now but only because there is no Auction House. I almost never sell items to players because the time it takes to sell them isn't worth it to me. I would rather be having fun playing the game. I would have a ton more money if I could sell items by post and I really think this would solve the money issue for most people. Most people think farming is boring and shouldn't be encouraged. I like the drops from monsters and the rewards from quests and missions but it really isn't enough. --Ariz 00:19, 16 May 2008 (UTC)
- So what you really want is not more fun ways to make money, but more user friendly ways to trade with it. (Viva auction house!). --Ckal Ktak 07:28, 14 May 2008 (UTC)
I believe that there are plenty of ways to earn money in GW1, and that if you don't want to put the time in to farm, that is your own choice. The point of "elite" armor is to reward those people who spend the time to farm items / gold with showy armor. It's not like elite armor adds any performance bonuses to your character, it's all cosmetic, so it's only purpose is to show that you have enough gold to spend some on nice armor. If you chose to not spend time trying to get gold for the cosmetic upgrades, that is your choice. But some of us DO spend time getting gold for elite armor, so people who do should stand out. I think that GW1 had a good armor skin / weapon skin system and that GW2 should have a similar difficulty in the aspect of getting weapons / armor with elite skins.
I believe it might be a good idea to mention a webpage that some of you ppl don't seem to know about. Its right here: [1] Using this page I have made a fortune so don't complain that you can't earn money in GW. If you still do complain, you are just another lazy player that keep begging hard working players for money. --Treasure Boy 13:50, 29 May 2008 (UTC)
- Well, in GW1 there are a few ways to make gold, one is directly through gold drops, another as rewards from some quests, although both of these methods are not really designed to help you make big money. If you want to make money in GW1, it is usually best to either a) sell the stuff you get from drops, b) Merchant (buy items low, sell high) c) provide a service such as running people to certain outposts d)Open as many chests as you can, sell the items you get. However, I do agree that it is rather limited that the only way to collect resources (such as wood, iron etc) yourself is either from salvaging items or monster drops.--Neyon 15:08, 1 June 2008 (UTC)
More Fancy Effects
Changing Explorer Title/Historian Title
Better Bosses
In GW1, the bosses are pretty poor. I have a few major problems with them:
- Some are rediculously easy to kill. They'll take Reaper's mark and another degen skill and ull call it a boss. A boss is a challenge, that isn't a challenge.
- The names are dumb, some are funny, but it takes away from the lore and feel of fighting a boss. Bosses like Fenrir and The Hunter are great boss names and especially with Fenrir, the lead up to the boss is great. Has you not only antisipate the boss but also has that nice little rawr. Bosses like Healstone Burnface (Made that up) are just dumb.
- They don't have monster skills usually. I don't mean like they have copies of their littler versions, I mean special boss only monster skills to make them especially harder AND to fit whatever prof/species they are.
- Some of the main ones are uninteresting The Hunger was probably the most boring boss I have ever faught. Bosses like (forgot the name) the one that calls minions, and to restore them he sacs 5% health and that is how you kill him is very fun and interesting boss. THAT makes a boss fun, something beyond just attack him, or just attack his healers and then attack him.
- They are random Bosses that have nothing to do with the main storyline are fine, infact they are great, but The Scar Eater, is just randomly put in there, and it's just plain dumb. Whiteout is just...why is he there. That Lord of the Thousand Daggers guild is not random, Fenrir is not random, Broodmother is borderline random, but you can see it is obviously the mother of all the hatchlins so it isn't random. They should have a slight amount of background.
- They are just there Very very few bosses actually have entrances. Entrances are good, exciting make you wanna kill it.
Granted, you guys seem to be doing an much better job with it in EOTN.--The Gates Assassin 03:34, 28 April 2008 (UTC)
They also have the same look as other monsters and arnt much bigger
- Some of the names are meant to be funny, some have a point. I found "Wroth Yackslapper" Quite funny, and I don't see any harm to it. As for the look of the bosses.... There are multiple bosses for each creature type, upwards of six in some cases. That means seven different creature models will need to be thought out, drawn, etc. before that creature can be put into the game. That is seven times the amount of work it would have taken for this single creature type. And I know there are more bosses in certain creature classes. The amount of time needed would then be crazy, and they would either need to hire more artists, or take longer making the game. I think the bosses are fine as they are. There are some tied into the story, there are some that are not. It's a good balance in my opinion. --Kairu 04:59, 2 May 2008 (UTC)
- Whiteout is there because Whiteout's a big, tough ice elemental, Jaga Moraine is cold and ice elementals hang out in cold places, I don't think it's smart enough to have a more sophisticateg reason to be anywhere. As for The Scar Eater, the Eternal Grove is probably the most potent magical site in the entire Echovald Forest and gaki are evil demonic-looking spellcasters. IMO the most out of place bosses are Harn Coldstone, Jacado the Putrid, Lok the Mischievous, Marnta Doomspeaker, Maxine Coldstone, Nifling the Chained and Wandalz the Angry. -- Gordon Ecker 05:46, 2 May 2008 (UTC)
- Part of the problem with bosses is that the storyline really doesn't make you care about them too much. I would like to see more development of some of the main bosses and their friends, as every one in Factions/NF and many of the ones from Prophecies were pretty one-dimensional. I'm not expecting a Fire Emblem quality story, but it would be nice to add a bit of background and depth to make boss fights more dramatic and interesting. Also, adding truly unique skills and mechanics to main boss fights makes them alot more fun than simply giving them lots of damage. 71.31.149.63 19:54, 2 May 2008 (UTC)
- Exactly. All of the main bosses so far are undeniably evil: They want to destroy the world for some odd reason. Shiro was corrupted, Varesh was too, Lich I really have no idea why he wanted to take over the world. There is no background, no tention. We have to kill them, because we have to kill them or the world blows up. KILL A MAIN CHARACETER, BLOW UP A CITY THE MAIN CHAR CARES ABOUT! Something that makes not only the character want to kick the living crap out of the villian but also the player wants to too. The Lich only becomes evil at the very end, so killing him isn't that big of a deal. It's kind of a "oh sh- lemme fix that" kind of battle. Shiro is a little better in that you see him longer, but still no real tension. Varesh there kind of is. In short: Make it personal.
- Also, Lich was babyishly easy, Shiro was too. Last boss should be very very difficult...We know the hero is going to win...but make it hard. --The Gates Assassin 03:31, 3 May 2008 (UTC)
- Also I should add to stop making those stupid ass mistakes like giving Those tormented warriors Shield bash but no shields or ele bosses conjure frost with a fire weapon and stuff like that. It really is annoying to see it.--The Gates Assassin 03:34, 3 May 2008 (UTC)
- Part of the problem with bosses is that the storyline really doesn't make you care about them too much. I would like to see more development of some of the main bosses and their friends, as every one in Factions/NF and many of the ones from Prophecies were pretty one-dimensional. I'm not expecting a Fire Emblem quality story, but it would be nice to add a bit of background and depth to make boss fights more dramatic and interesting. Also, adding truly unique skills and mechanics to main boss fights makes them alot more fun than simply giving them lots of damage. 71.31.149.63 19:54, 2 May 2008 (UTC)
- Did you pay attention to the story line? The Lich was bad from the beginning, but was disguised as a good guy to get the staff. He was the one who sunk the south western continent in presuit of power. I have all the manuscripts, they make sense. What is annoying is people who seem to skip over some of the text or not read quests, and then complain they dont know why something is happening.
- As for the other bosses. How the hell do you want them to give you a reason to kill them? There are literally hundreds of sub-bosses out there, and to give each of them some sort of story? Your either going to get "He ate me child, now go kill him." Or you are going to see a dramatic drop in game updates. These are not "real" bosses. They are called bosses but they dont have a plot most of the time, because in order to make a plot you would have to add extra quests all over the place. Whats wrong with the explination that in each area there are very powerful creatures who have been named by other travelers. Some of the bosses are "sentient" so they named themselves. Be happy they have bosses in the regular instences at all. They could have just left the regular lever mobs and not given you green drops. --Kairu 13:13, 5 May 2008 (UTC)
- I mentioned Fire Emblem before, which would probably serve as a good example for this. There's at least one boss for every level of every game(less than the number of GW bosses per game, but the point still stands), and you at least know why you are fighting each one, and can see a bit about their personality and motivations. Through some diologue earlier or during the fights, you can understand their connection to the story, and have a reason to kill them, instead of just to get cool drops. Even just a small, simple explaination would do for the normal bosses. The main bosses need some serious work though, as Tetris has about as good a storyline as NF. 71.31.149.63 20:27, 5 May 2008 (UTC)
- Whiteout is there because Whiteout's a big, tough ice elemental, Jaga Moraine is cold and ice elementals hang out in cold places, I don't think it's smart enough to have a more sophisticateg reason to be anywhere. As for The Scar Eater, the Eternal Grove is probably the most potent magical site in the entire Echovald Forest and gaki are evil demonic-looking spellcasters. IMO the most out of place bosses are Harn Coldstone, Jacado the Putrid, Lok the Mischievous, Marnta Doomspeaker, Maxine Coldstone, Nifling the Chained and Wandalz the Angry. -- Gordon Ecker 05:46, 2 May 2008 (UTC)
- Get rid of that ugly "glow"! It looks nothing like a real glow and only makes bosses look ugly and unrealistic, and hides the beautiful detail. If you want them to look different, give them an actual GLOW. --Poison 04:59, 7 May 2008 (UTC)
- They could also identify bosses by giving them profession icons floating over their heads. -- Gordon Ecker 05:05, 7 May 2008 (UTC)
- The glow is better than that. Also @ Kairu, The fact that most people don't know he is evil until the end ruins the ability to add tension to the storyline, which is bad. He is the final boss, it show be hard and epic, not easy, cliche, and boring. The fight to him is harder than actually fighting him. Also, honestly, "He ate my child, go kill him" could be turned into a man staring into a cave and a big creature comes out and smacks him against the wall, last words being OH NOEZ MY CHILD (obviously not that, it's too early to think of something). THAT would be awsome, and it would have nothing to do with the storyline, but there would be an entrance for the boss which makes me want to actually kill him (Also a little bit of tension too). Even better you could have what they had in EOTN, quests that send you out to kill certain bosses, and tell you why they are there. And his name wouldn't be COBBLESTONE ROCKHUMPER! It would be something good.--The Gates Assassin 10:49, 7 May 2008 (UTC)
- OH and another thing: you don't need 7 bosses per area. If they take their time, add monster skills, add story, add entrances, People would be happy with 1-3 bosses in an area. 7 would be an elite area maybe. But just throwing six or seven bosses out there is just wasteful imo. Do you know how many times ive seen augury rock and stared down from the top hoping a big ass wold boss would come out and attack?--The Gates Assassin 10:52, 7 May 2008 (UTC)
- Another cool thing to do for bosses, if anyone's ever played Shadow of the Colossus, is to make the bosses more than just clicking skills. Perhaps making them huge behemoths that make you feel like an ant, flying monsters that you have to use a flying mount or something to get to, or perhaps the boss is like the land itself and you have to climb it...Creativity with bosses would go a LONG way for an MMO. --Poison 15:55, 7 May 2008 (UTC)
- So in short, Bigger. LOL ONE WE CAN WALK ON THAT WOULD BE SO EPIC. Maybe a timed battle as in you only have 10 inutes to kill him. SOMETHING NEW.--The Gates Assassin 08:11, 8 May 2008 (UTC)
- The glow is better than that. Also @ Kairu, The fact that most people don't know he is evil until the end ruins the ability to add tension to the storyline, which is bad. He is the final boss, it show be hard and epic, not easy, cliche, and boring. The fight to him is harder than actually fighting him. Also, honestly, "He ate my child, go kill him" could be turned into a man staring into a cave and a big creature comes out and smacks him against the wall, last words being OH NOEZ MY CHILD (obviously not that, it's too early to think of something). THAT would be awsome, and it would have nothing to do with the storyline, but there would be an entrance for the boss which makes me want to actually kill him (Also a little bit of tension too). Even better you could have what they had in EOTN, quests that send you out to kill certain bosses, and tell you why they are there. And his name wouldn't be COBBLESTONE ROCKHUMPER! It would be something good.--The Gates Assassin 10:49, 7 May 2008 (UTC)
- They could also identify bosses by giving them profession icons floating over their heads. -- Gordon Ecker 05:05, 7 May 2008 (UTC)
- Alright i have heard all i can hear about fire emblem, this is not fire emblem, it is different and should be treated differently. If you had storylines behind all of the bosses i highly doubt that people would watch the scenes, read the info, etc. the bosses are just more powerful creatures and most players just want to kill to get loot or XP. Also do you have any idea how long it would take to make that many stories?? Sure you can look at just that perspective and say it would be easy but it takes time out of making the rest of the game components. So don't go criticizing Anet till you have made a game that is better.
- Congratulations :) Since I started counting, you are the 100th person on this wiki that has missed the point of something I wrote. The point was that it is possible to add in short amounts of dialogue or other such information that can explain a bit about bosses, the story, or just be some interesting bit of information, without interfering with the flow of the game at all. Play Fire Emblem to see what I mean, not every boss has an enormous backstory, as just a small bit of dialogue is needed to help make the boss unique and memorable. You are also the 6th person that has told me to "make a better game myself" instead of criticizing ANet, and the 6th person I have to tell that I intend to, as soon as I finish up a CS degree :\ Part of the fun of any RPG is the story, so improving the story would help them to get a better game overall. 71.31.149.63 19:51, 9 May 2008 (UTC)
- @unsigned, So are you saying that guild wars should stay in the gutter with bosses and storyline? You know some people actually pay attention to the lore, the people that skip it are people that have already seen it or don't care about stories (Less common). Background makes games better.--The Gates Assassin 03:00, 10 May 2008 (UTC)
- Congratulations :) Since I started counting, you are the 100th person on this wiki that has missed the point of something I wrote. The point was that it is possible to add in short amounts of dialogue or other such information that can explain a bit about bosses, the story, or just be some interesting bit of information, without interfering with the flow of the game at all. Play Fire Emblem to see what I mean, not every boss has an enormous backstory, as just a small bit of dialogue is needed to help make the boss unique and memorable. You are also the 6th person that has told me to "make a better game myself" instead of criticizing ANet, and the 6th person I have to tell that I intend to, as soon as I finish up a CS degree :\ Part of the fun of any RPG is the story, so improving the story would help them to get a better game overall. 71.31.149.63 19:51, 9 May 2008 (UTC)
- First off i didn't miss your point i understood you wanted a little more backsory to the bosses. You missed my point even if it was just a little for every boss that would still take a while because there are so many bosses. And second i highly doubt your game is going to be half as good as guild wars. If it is give me your address and i will send you $1000
- Hmm, I think the only real problem with bosses in GW1 is that they are all far too easy to kill now. Evan mallyx is straightforward to kill for a team that knows what to do, it isn't actually a challenge anymore. In GW2 i would really like to see some bosses that are just stupidly hard to kill, maybe some where you can only fight in much smaller teams of say two or three to make sure that every player in the team is vital.--Neyon 15:17, 1 June 2008 (UTC)
Beastary Book
12 v 12
- ← moved to ArenaNet:Guild_Wars_suggestions#12_v_12
- Please read the previews guys. AB is essentially being replaced with World vs World combat, which is very similar to the open-world PvP system in WoW in some ways, in that it features unlimited teams in large zones with varying objectives. --Ari (talk) 07:21, 14 May 2008 (UTC)
Deserted/MIddle Eastern like areas
Homes
This has been addressed above. Please read the entire thread or at least search for the topic that you have in mind before posting. Thank you.
The idea of a home has almost already been adressed in GW1. The Guild Hall has the concept of a home.
- homes... can you say RuNeScApE
Indoor Environments
I Like the Idea of Deserts but...
Travel Ideas
This has been addressed above. Please read the entire thread or at least search for the topic that you have in mind before posting. Thank you.
Offline Merchanting
It would be handy to have a merchanting system available to "put up shop" when you're offline. You can set the price of each item you want to sell, and when you get back online, hopefully some people bought it. The current system in GW1 of "trading" should still be kept, but having the huge WTS/WTB lists of LA dist1 is ridiculous.
- I think something like This. YES, its pokemon, dont ask me how i discovered the site, im not sure myself. But its done incredibly well and something like this would be sweet. you submit what you wish to trade and what you want for it then just wait. 121.208.172.69 09:29, 7 May 2008 (UTC)
- I agree. I remember one of the very first MMOs I played was Mu Online and if I remember correctly, it had a system similar to the one mentioned at the top. It was inside the game, not in a seperate website like this pokemon one seems to be. In Mu you could only do it will the game was running which i think is pointless. It should be an offline system. I also agree that the trading system in GW1 should be kept though. (Not sure how to sign) Rip Attitude 78.25.250.234 17:53, 9 May 2008 (UTC)
There are 4 kinds of trading to be considered:
- 1: Person to person individual trades
- 2: Private shops
- 3: Auction Houses
- 4: Marketplaces
- I want to say something about each of these.
- 1 The first one, person to person trades, is what we do to trade at the moment. To transfer items between multiple accounts of your own, if you don't have more than one computer, an offline method is available in the form of the shared Xunlai storage or Festival Hat guys. I would like to see this sharing extended to Guild Storage, and Alliance Storage too, since we have a guild with trustworthy and generous members. A mini pet storage (petting zoo) would be a nice addition too.
- 2 Private shops could work as in say, Entropia Universe, which has an economy where game cash is actually exchangeable for real cash in both directions. This has the advantage that selling items for gold would no longer be a problem. The shops are set up in some persistant area using a 'dummy npc' shopkeeper for customers to consult, like merchants in GW. The shopkeeper offers goods for sale at fixed prices fixed by the shopkeeper (perhaps limited by the game economy rules).
- 3 An auction house would be a place where players leave goods to be sold to the highest bidder, with a time limit, possibly a reserve price, and sellers may have to pay a commission to sell goods there. This would be most useful for rarer higher prices items. It tends to keep prices high.
- 4 An in game market is where players leave things to be sold at fixed prices that the seller determines (perhaps within game defined limits). Individual items of the same kind would therefore be available at a range of prices, and customers would buy the cheapest one on sale (either automatically, or by requesting the item listed at that specific price at the time they are shopping). This would keep prices down for the kinds of items on the market. Decisions about which person gets to buy the item they request would be done using some kind of either first-come-first-served basis, or according to a timer when the goods would be sold to the buyer with the highest 'purchase power' points, or 'charisma' or some new kind of account based point system. If multiple items from different players were on sale at the same price, then the player with the highest 'selling power' points would be the one whose item was bought by a bidder. Items on sale in the market would probably be anonymously listed, (i.e. you wouldn't know whose item you were bidding for, or who was undercutting your sale prices, as in the market in the browser game RenaissanceKingdoms for example) though it might also be interesting to add names of sellers or guild names, so that people could choose to buy from a specific person or guild. Markets could be for general public in town, could have commissions on sales, or on purchases, or could be located in guild halls so that only allies could use them. There could be separate markets for different item types (e.g. weapon markets, rune markets, insignia markets etc). Unsold items would need to be cleared somehow after some time (returned to seller or deleted) giving people a reason to explore and visit markets all around the continents. Market commissions in hard to reach places might be lower than those in easy to reach places to spread the market load on servers around more. I think markets could help get reduce the shouting trade spam we see at the moment, and technically, if implemented well, could be used to eliminate trades by method 1 completely. (Meaning people would have to sell things between characters via a market, not by individual trades, though this could also prevent players from easily donating things to specific others).
--Vana Runedottir 03:16, 14 May 2008 (UTC)
- The market system should be globally visible.
- Hmm this could have both good points, and bad points. On the good side, it would definatly make it easier to buy or sell products. However, you must realise that this would harm people with very good communication and merchanting skills because their good skills would be made worthless and in my opinion, the actual skill of players should always be considered before you make everything automatic.--Neyon 15:25, 1 June 2008 (UTC)
Dual Screen Support
Currently in GW1 there's no support for dual/multiple screens. In GW2, there should be support -- either having GW2 in one screen and being able to access windows in other screens (without alt-tabbing), OR (and this would be awesome) having GW2 extend over multiple screens by allowing you to place a Map in another screen, or other various UI features, while still having the game in your primary screen.
- I support this! It would be nice to have a screen just for my heroes! --People of Antioch 02:01, 29 April 2008 (UTC)
- I might be wrong... but really, if 99.999% of GW2 players will never have more then 1 monitor at any given time, why should they bother with features only 100 people will use? Biz 12:26, 29 April 2008 (UTC)
- Hate to say it, but there are allot of Dual Screen users out there. Most video cards these days have two screen slots, and most users have access to two screens. I know I personally have a third screen I could hook up if I had the desire and space. I admit, there are users who do not, but for the hard core players, a second screen that lets you have more control and usability of your heros, or a full out travel map of some sort. Or even a general, full blown character info screen, listing the effects on you, health, weapon stats, and more would be good. --Kairu 04:43, 1 May 2008 (UTC)
- I support this! Also there are 320 Monitors that could be supported by Guild Wars 2, which quite possibly could by an extention of the surrounding enironment, it would put us more into the game and the game more around us.
- Me to, but with a twist, Emagin makes a 3D tracking head visor that allows you see the world as you would normaly. Look left see left, look up see up, just by turning your head. The possiblities are endless. BC 5-9-08
- I support this! Also there are 320 Monitors that could be supported by Guild Wars 2, which quite possibly could by an extention of the surrounding enironment, it would put us more into the game and the game more around us.
- Hate to say it, but there are allot of Dual Screen users out there. Most video cards these days have two screen slots, and most users have access to two screens. I know I personally have a third screen I could hook up if I had the desire and space. I admit, there are users who do not, but for the hard core players, a second screen that lets you have more control and usability of your heros, or a full out travel map of some sort. Or even a general, full blown character info screen, listing the effects on you, health, weapon stats, and more would be good. --Kairu 04:43, 1 May 2008 (UTC)
- I might be wrong... but really, if 99.999% of GW2 players will never have more then 1 monitor at any given time, why should they bother with features only 100 people will use? Biz 12:26, 29 April 2008 (UTC)
- As a guild leader i am constantly playing my own game as well as trying to manage the guild with the ability to split my screen would be a very nice added feature. if people were aware of it being a tool they could use and advantages of it i think it would be widely used ~~Gow Czar~~
Hi, well all i got to say about this feature, i think it will be a waste, it might be ok feature for like rally car racing or a flight sim, but not really realistic for this type of game, and some people have more money than sense, with 2 or 3 monitors, i got a 20 inch wide screen, 1 of them, and a 32 inch wide screen, 1 of them, my 32 inch i use for playing DVD through my pc, it would be way to bright image for a pc screen, i am against this ideal, and i think you be wasting your time and money on this feature, when you could improve somewhere else. plus using dual view, a lot of people do not realise that is splits your GPU power in half, thus slows the game framerate down by half, and uses more processing power, this could have a bad effect on some low end systems, i had gw1 running on dualview with my 7600gt card, and the frame before was 80 fps to 125 fps about, after it went down to 35 fps to 60 fps, and at times it showed a shimmering affect on the screen with was annoying.
Yes but i know alot of people that are gamers now days are running duel and tripple video cards which will negate that issue Gow Czar 02:41, 14 May 2008 (UTC)
- There's already an adapter out there that lets you play Guild Wars in 3 screens. More info at TripleHead2Go website. --Ridz16 02:04, 28 May 2008 (UTC)
- Yeah no. For that price I'd rather just buy myself a new graphics card and use it and my current for four screens. And I believe it was more meant as two seperate windows, or some way to have the "Center" of your character in the center of the main screen. --Kairu 06:05, 28 May 2008 (UTC)
- Triple head to go gives 3 windows where the character or main action is in the center screen but way too pricey, As for all video cards now there all 100% sold with 2 monitor connectors on them and have been for the last 3-4 years so i do see a good advantage for the gamer in this. 122.109.252.43 11:11, 28 May 2008 (UTC)
- Not screen windows, like, literal window mode window type thing. The way it is now, if you use dual screen, you can stretch the window across both, but your characters at the breaking point between the two. You would need three screens for it to center. I believe they meant the ability to set one screen as the main, and have it look exactly the same as it does now, and have the second+ screens able to be set like in windows display settings. Extend the interface one way or another way, on top or to the side, instead of the "conjoined at the hips" way it is now. And this would make me want to get a second+screen for gaming, rather then my CRT screen I use to clone. --Kairu 05:34, 1 June 2008 (UTC)
- Triple head to go gives 3 windows where the character or main action is in the center screen but way too pricey, As for all video cards now there all 100% sold with 2 monitor connectors on them and have been for the last 3-4 years so i do see a good advantage for the gamer in this. 122.109.252.43 11:11, 28 May 2008 (UTC)
i personally dont have 2 screens to play GWs on and neither do any of my friends so i dont think it should be a necissitiy but i do think it should be an option for players who want a more advanced gameplay experience but also should not deprive anything from those who dont have 2 screens to play on!~RedRabbit
I'm all for this, I , and probably many other hardcore players, Always have tons of windows open, all 3 hero bars, a minimap window, friends list, sometimes guild window, inventory is open a lot, and it gets realy cluttered. And to add to it, I have a second monitor that is always running an internet page with maps to specific bosses and the likes on it. If Anet added support for multiple monitors I would love them forever. All it needs to be is a blank screen that you can drag windows over too, or be some kind of super menu with most of your windows already open on it, or the option to just be the world map, or both for those of us with 3 monitors. Add in the featured talked about in == Mini Map Destination Point == (can't make a link to it work if someone wants ot help me out with that) and you got the makings of The One UI to Rule Them All! It would put GW2 ahead in the fact that it would be, I believe, the second game to have built in support for multiple monitors, Supreme Commander being the first. --Wolf 14:25, 10 June 2008 (UTC)
Player Owned Shops
I think that it would be pretty cool if your character can make a shop in a Town/outpot for a high amount of gold to make it (i.e. 100k). Then once you make the shop, you could get an NPC to run it, so you won't be bound to the shop and continue the stoyline. You could be able to make the shop a weapon shop (example) and the NPC will only sell weapons if it is a weapon shop,and the shop is only open when the player is online, and while the owner is offline, the NPC could be getting weapon to sell. Also, you may be able to name the shop (i.e. Ranger's Bucket o' Weapons), and you can add stuff to it, such as display items, also upgrading its size from say, a little stand to a one-story building. Like I said before, I think it would be cool if ANet did that. RangerofSparta 03:33, 29 April 2008 (UTC)
Sure! i want an NPC that finish some side quest cause im too lazyXD. And they have a lot of resource in their servers so, i think i could use some to make me more rich!!! maybe some ppl got lag and towns turn in a nest of traders but.. IM GETTING RICH!. I think i was wrong.. an auction house is the better (and more razonable) idea ;_; Kioga 14:47, 29 April 2008 (UTC)
I really feel this guy (lol) our own shops would be nice but no NPC controlling then you can just buy it and let it stand and only check it once a month for if it has run out thats not fun just money making Hungub 18:31 April Wed 30
Backed up here too, one reason I stopped play Guild Wars and moved to wow is that two screen support is their. Fregory 8th May
I like the idea, you would see more items and the prices would make more sence. It really doesn't make a lot sence to sell an item for 1g just to buy it back at 100g. BC 5-9-08
The only problem with this idea is that each outpost/ town would be completely full of player shops/ they'd be everywhere and there would be no room for them or it would completely lag the server. --68.42.30.255 19:53, 15 May 2008 (UTC)
- Now this is an interesting idea! However, to have a shop in a major town or outpost would cost you more gold. Each town/outpost can only have so many shops depending on the size of the town. The shop would not be able to automatically be owned by you forever - there would be a timed (whether it is hours, days, weeks) lease on the shop based on the city and size of city. Hence, a shop in Kamadan or LA would cost more to keep than a shop in Amnoon Oasis for example. A shop owner would also be able to 'sell' ownership of his/her shop to another player. This would allow for some sort of turn around on owning shops so that not only a few players own them. So the shop could be chosen off a materials/weapons/runes/etc template but would also allow you to sell the excess Green Weapons or r9 gold weapons that you may have in your vault. Perhaps to facilitate an auction system, other players could approach you to sell their items for them at your shop for a small fee or something like that. Could even have a title to go with that where the benefit would be that when you buy things from shops, you get a discount depending on your title rank. Not too sure how complicated that could get though, but certainly an idea.--Shaia 09:20, 19 May 2008 (UTC)
Or we can have a really big Building that contains all the shop. we then click on the NPC and they will give us the option of what we are looking for (i.e weapons, runes, items etc) .once we click it will give us a list of all the people that have those items in there shop. we rent the shop instead of buying it that way not everyone will have a shop. put a limit on it like you have to be LVL 20 stuff like that. This way there shouldnt be major lag since not everyone can have access to this *Mustafa Kamran*
- this isnt neopets or w/e its called
- Sure! NPC's to sell our stuff, complete quests...Heck, can I hire an NPC to engage in combat for me? But I also need one to decide what build I should use and do that for me. Also, integrating ideas like NPC's to socialise in the game would always be good. Anyone ever head of Progress Quest?
- The players are supposed to play the game. The game is not supposed to play itself. So tired of people who want absoloutly everything done for them.--Neyon 15:26, 1 June 2008 (UTC)
i like this idea even though the 3 posts above me make very good points i think that a shop or buiseness kinda thing should be runnable but not without difficulty! i was kinda thinking like a player run government as in you could set up lots of shops like you can in the real world but have real world downfalls! yes you can hire an npc to run your shop but the npc wont do much good stopping a player who has the idea to wait till night time, back hand your 5bit npc, take every thing he wants and leaving! so basically with real world oppertunity there should be real world consequences! also it would be kinda cool to be able to become a lord or lady with lots of money and lots of ppl underneath you! but like i said real world opertunity should have real world dangers! ~RedRabbit
Make It GW
I know there's been alot of suggestions for many things such as houses, shops, and out of battle skills. All I have to say is if you do something new, please make sure that the game remains as distinctly gw as possible. unsigned 04:14, 29 April 2008 (UTC)
- They can like keep the interface, and maybe let it be moded xD
- But yea, i agree, make upgrades, but don't make it a whole
- diffrent game!
- Stupid Joe
You can already edit the user interface as much as you want it is in the options. A little research and less sloth would be more productive here. Your name seems to fit.
- I think what he Joe meant was that it would be nice to change the look and design of the interface, with different skins, not just rearranging the screen so that such bar is up instead of down or this display is vertical instead of horizontal. Adragon202
- I see the arrogant commentor clearly can't see past his/her own nose please leave your name next time. Agree with you Joe about changing the interface different colours/borders (a diff 1 when playing as norn/charr etc.) will be cool if it doesn't take up too much time for the dev's. - Rayner -
- amen
Consumables...
Arenanet, if you're going to have consumables tone them way down. GWEN killed things a lot, Ursan and consumables, pain inverter etc. I get more and more of a feeling GW will go the way of WoW in some respects and hope to hell that they tone down on how their consumables work. The stuff that came with GWEN is over-powering and last way way too long. HM isn't so hard when you use a set of consumables and are stronger than the AI. 203.173.242.13 04:32, 29 April 2008 (UTC)
- Consumables don't last for ever, they have really limited effect and most of effects are gone if you die. Whole point of spending cash on consumables is getting something for your money, if you make consumables with marginal effect, no one will use them. Biz 12:18, 29 April 2008 (UTC)
- I'm sure he's talking about consets, which do not disappear when you die, like many other consumables, and last three times as long. Kokuou 13:52, 29 April 2008 (UTC)
- I see consumables serving two purposes. 1) Reliable, long-term gold sinks. 2) Equaliser for hard areas, people in reliable, good active guilds can do without, people trying to solo or pick-up-group it need an assist to make the area do-able. Whilst I don't like consumables, you do need something to solve those two problems.Jbuk 12:15, 4 May 2008 (UTC)
- As a player who has cleared two of three campaigns with Ranger +hero/henchman... consumables, and consets are invaluable. I've got nothing against coop play, but without real people behind the other team members (and one who know what they are doing at that) consumables make things a little easier, but not a walk in the park by any means. Monkenstien129.19.92.234 15:07, 8 May 2008 (UTC)
- I see consumables serving two purposes. 1) Reliable, long-term gold sinks. 2) Equaliser for hard areas, people in reliable, good active guilds can do without, people trying to solo or pick-up-group it need an assist to make the area do-able. Whilst I don't like consumables, you do need something to solve those two problems.Jbuk 12:15, 4 May 2008 (UTC)
- I'm sure he's talking about consets, which do not disappear when you die, like many other consumables, and last three times as long. Kokuou 13:52, 29 April 2008 (UTC)
I can see the point of consets and can see them. I have beat every game on HM and only in Factions (easiest of the three) I used cons, but the only reasoned i used them was I was in a rush to beat the game and cons did help. i think the way to even it out is to make them cost more possible. It been awhile since i bought them, but they are only 50g right? ~Phox53~
I also HATE consumables in games. (Narziss 22:11, 28 May 2008 (UTC))
- Consets are terrible in my opinion, in the way that they are yet another thing that just makes the whole game so much easier, which means players with actual skill don't really do any much better. I managed to complete all the campaigns easily without any consumables of any kind.--Neyon 15:30, 1 June 2008 (UTC)
- I agree with the above comment. GW is supposed to be about skill. Don't use guildies & friends as arguments. In 6 months since i bought the games i found many good & helping friends. If your guild isn't helping in anyway , who holding you there? You can leave on whim & find a new one.(77.70.60.92 13:25, 12 June 2008 (UTC))
Mounts / Riding
More Active NPC Involvement in the Storyline
One of my favourite things about the Prophecies campaign was watching the NPC characters travel through the game with me. Back in pre-searing the second thing I remember (after Gwen) is going to get some quests from a lady with a hammer. It was great after doing a few run-arounds to follow Devona and go fight with her in a few quests.
Skip forwards a while… much later, I remember a exploratory journey to Serenity Temple, and outside I see Devona again. Interesting to see that someone I remember has also survived the searing and is still fighting away and wanting some help.
Again we skip forwards, in the middle of “The way is blocked”, on my way to Borlis Pass, a hammer warrior comes storming out of nowhere and starts beating the crap out of everyone; this was of course very cool and it really made the game seem alive – I wasn’t the only one going to Borlis pass anymore, other adventurers were coming with me.
There are a few more similar quests: “Ascalon settlement” and “Into the Unknown” also give a sense that you’re journeying with more than just your 6- or 8-member party. In many other areas of the game there’s not much going on; the Maguuma jungle is just running around questing; nobody’s really fighting the White Mantle with you. The Southern Shiverpeaks are a similar story, not many quests and nobody around to see.
So what I feel would be really good for GW2 is this: have a new group of characters, descendent of our hero friends (“Children of the Legends”?) and make them involved in the game; have them travelling and questing just like we are. Get them to do cool stuff, to Leeroy around the place, to make stupid jokes, to mess up, get captured, help us out of trouble, and generally be around to make players feel like they’re less alone. Most of the other campaigns and expansions haven’t really build on this theme as memorably; while there are various characters in the storyline, they’re almost all confined to either being in cut scenes or standing around as henchmen; never involved of their own accord.
So let’s have Devona’s great-great-….granddaughter showing up all over the place in GW2.
79.67.101.254 20:44, 29 April 2008 (UTC)
What do you think of this? You have 'party' areas which play just like GW1, and areas where you ALWAYS SOLO but can have mounts, swim climb ect.That way, it will still be GW but you can have areas to use these features.After all, there is no sense in the whole party swimming or climbing a tree.Not sure how to sign, but Go Go Team Olav.
This is my favorite idea on this page so far --76.84.191.116 23:33, 23 May 2008 (UTC)
PvP Reward Armor
Could we get armor that would only be obtainable by achieving a certain PvP rank as a prestige thing? Visual effect only of course.206.72.49.46 22:03, 30 April 2008 (UTC)
- Problem comes with interval titles, so it a lot better to just have emotes all the way unless they want to waste time and money modeling 100 different suits of armor. Biz 22:23, 30 April 2008 (UTC)
- Yeah, it would take a lot of time, but since when is "good enough" good enough?Blackie ewilson92 22:50, 30 April 2008 (UTC)
This creates Elitism which is not good for a gaming community. Everyone should have the same access to items in the game regardless of PvP or PvE. You can make the costs for the items higher (eg. 15k armor) and such so that you must invest in more time to obtain them but to force someone to play PvP or PvE to get a certain item or armor is a bad Idea. This suggestions should not be given the time of day.
Didn't you just contradict yourself? You have to play a certain extent to get 15k armor. Someone who doesn't play can't get it short of cheating. People with more expensive armor look better (in general) than people who don't, so people get a reward for playing, but there is no reward exept visually.
As to number of armor sets, you could probably get a way with just 1 or 2 armor sets per class, which would only visually improve once or twice.206.72.53.100 01:48, 4 May 2008 (UTC)
Decent idea, though I think there should be a reward weapon or two for each class. Doesn't have to be fancy, just better than assassin pvp daggers which look somewhat ridiculous.206.72.53.108 01:38, 7 May 2008 (UTC)
- Why don't you play through an agonizing HB Auto-Tourny like everyone else to get Reward points to make this stuff? =\ If you're lucky and can GvG a lot, then do that. Otherwise, suffer through HB or stop crying, 'cause GW already has a PvP rewards system. It's just confusing and bad. RitualDoll 18:42, 19 June 2008 (UTC)
Sport / Minigames?
To get out of all the kill this, kill that, how about a friendly game of say Football, or say Dodgeball(like dragon arena) But not event specialized, but rather make it an organizable game.
1. Have the sport games like alliance battles 2. Allows Guilds to compete with each other in the sport 3. Maybe making a betting system, 25% of gold goes to winning team, 75% goes to the Winning betters (divided of course). If total bet is say less than 500 gold, virtually give say 5k worth of gold on each team. Also if only one side has enough bets, again give free gold bets. 4. Allows spectators to literally be in a stadium/colosium styled seats. 5. Maybe, have a global tournament of this sport, like the real game. 6. For a game like Football, use like skills to tackle, sprint, pass, shoot, take cover etc. Shouldn't be too hard. 7. We loved the rollerbeetle races, they are so fun! Please keep a similar version in game All the time. 8. To prevent say everyone from going to the games all the time, put a limit per account per day say 3 times?
Later added suggestions: Make it possible to observe the match later, but betting of course is over.
just some thoughts.
- Great ide! Please make the observing LIVE with possibility to observe later. What i like is that this "Sport" includes not only the top guilds, but everyone can be a part of it.
- My mini game idea : Some kind of (ingame) "trading" card game like ""Tetra Master"" of Final Fantasy 9. I really love this. There could be a title for collecting different cards which drop from certain chests, monsters and after quests. I also would like to play Polymock against real players :). If you implement these minigames, you could make championships with great prizes. Ulkiges Ding 10:05, 4 May 2008 (UTC)
- I posted a different control system for mini games kinda like what you guys are saying and people rejected it saying it would ruin the game and would rather just have the standard skill set and animations like the mini games currently that play exactly like the main game. I say that mini games should feel and play and have controls like a different game altogether like whats suggested above but just be that a independent mini game inside the game and I'm all for it. Also have have specific locations in the world for these mini games so it feels natural and integrated like for football have a stadium or a racetrack for a racing mini game etc.122.109.43.82 15:39, 5 May 2008 (UTC)
- About CCG(Collectable Card Game) - make card decks profession(race even?)-dependent, that will add some spice... Also make the play only allowed in town "taverns" or in guild halls with pre-bought card table, that will ease dev's work :D More innovate games like Polymock, probably something of Witcher's dice poker (sorry, couldn't find any external description for this minigame) class might be really good. But not make gambling! Just minigames that lay bit apart from entire game. Maybe some exclusions like Sphynx boss who wants you to defeat him in Polymock ^^ Ratys 19:44, 5 May 2008 (UTC)
- How about having polymock as a sport/minigame but have it PVP and allow people watching to place bets but have a limit on the amount.Ultimate Light 16:59, 4 June 2008 (UTC)
Handedness
I just read over this veritable plethora of GW2 comments, and did not see anything about whether you could choose to have your character be right or left handed. That would be sweet. - The Omerta
- I'm right-handed, but I would love to see this feature. - 144.226.230.37 16:44, 2 May 2008 (UTC)
- I would love to see this added. I'm ambidextrous so I would really hope if they added this they would make that a choice. So when I put a bow on I can choose which hand I put it in and same for everything else. --The Cyphero 02:08, 5 May 2008 (UTC)
- Really? How many mmorpgs have you played where you could pick dominant hand? Biz 11:48, 9 May 2008 (UTC)
- I would love to see this added. I'm ambidextrous so I would really hope if they added this they would make that a choice. So when I put a bow on I can choose which hand I put it in and same for everything else. --The Cyphero 02:08, 5 May 2008 (UTC)
- correct me if im wrong but isnt that the point? ~~Gow Czar~~
/wasteoftime. Its just one more thing to click. And peronsally I think most will just leave it on its default choice... --Risus 22:13, 13 May 2008 (UTC)
thats your choice to use or not Gow Czar 02:43, 14 May 2008 (UTC)
An interesting idea, but I don't see what this would do for you. You essentially click or hit a key to fight anyway. But I can see where this is would add another level of character customization.--St andrew 23:43, 22 May 2008 (UTC)
- Diablo 2 actually let you put weapons/shields in either hand if I recall. One of...few...things it did that was cool. But overall, not a feature I'd want the devs working on over something a bit more pivotal. If they can implement it easily, cool. if not, no big loss. 209.169.193.196 08:28, 26 May 2008 (UTC)Anonymous Unregistered Idiot
I like this Idea and it wouldn't take any time to program. in GW1 chars have a primary and secondary slot, just change it to right and left hand.
Better Storage Solutions
The current storage solution is ridiculous. I currently have my entire storage full, Two characters with fully upgraded bags full, and a bag and a half on my main full. It's a little ridiculous if you ask me. And I need/want it all for the future. Some are keys, some are quest items, some are upgrades, some are overflow of materials and some are collector items. Not to mention my Mini collection.
My solution? Larger storage. The current setup of one plus one for each campaign was a good concept, but expand it a little. Give us fifty slots per tab or something. After that, go crazy with the prices of buying a new one after we have spent all the campaign related ones. For a fifth slot, charge us 100k! HUGE gold sink, and I know I would buy it. Or go 50k for a fifth and 100k for a sixth. To be honest, I don't even know if three hundred slots would be enough for me in the end, as I am a pack rat.
The crafting material slots. Yeah, that was a huge improvement to the storage. I love it. Though it could use some tweaking. heighten the limit. For a full set of Elite armor it generally takes more then 250 of a certain crafting material. And what could the ability to hold around 1k tanned hides hurt? Or even ectos?
Key ring! Everyone wants it, and we all want to know how a chest plate can take up the same space as a steel key. Heck, you could stick the keys in your boot! But please, implement some sort of key ring system.
Bigger bags/belt pouches. The unique bags in GW gave me this idea a little while ago. Give the ability to get a bag that is the same size as the backpack. Make it an end game item option. I'd trade my end game trophy for prophesies for a large unique bag. And the same for a belt pouch.
Heck, a house would be great for this. I was somewhat against the idea of a house at first, but if it was implemented like HoM it could work quite well. Have a chest or something in there, a place for weapons, miniatures, keys, crafting materials. Give the basics to start but have the ability to upgrade your house so it can hold more. Then throw in a "magical chest" that will let you access it in towns.
Add your own ideas. And keep in mind I'm suggesting all this while half asleep. I'll more then likely revise this at some point. --Kairu 05:20, 1 May 2008 (UTC)
- Stealing ideas from other games, they could implement a system by wich you can store and use bags, belt pouches and backpacks directly from the vault storage. By example, if we have a vault box limited to 50 inventory slots, we could fill them with "10-slot bags" instead, for a grand total of 500 inventory slots (of course, there would have to be a limit like "no container inside another container"). --Fighterdoken 05:29, 1 May 2008 (UTC)
- What's funny is that I actually tried that at one point. Was rather disappointed when I could not. I just find it rediculous that I have two mules dedicated to storage. And I am going to have to make a third for the same purpose soon. Either that or sell my plethora of keys/collectibles. --Kairu 05:51, 1 May 2008 (UTC)
Awsome idea with the house. I have an idea to build off of that. why not have tons of villages accessable by menue and have huts and houses for all price ranges. also a furniture shop would be nice :) --skoolmunky
- The problem is, your getting into games like "The Sims" with things like that. Yes, its a good concept, but I would rather more time and effort put into the game content.And the programming behind that would take away from other things. Maybe subsequent updates could do that, but for the original release I'd rather just the basics. --Kairu 03:22, 2 May 2008 (UTC)
- I think there is a good point here though, especially when it comes to crafting materials. Xunlai can magically store half of everyone's owned objects and have them available all over the planet instantly, but can't store more than 250 of the same crafting material per person... it just doesn't seem consistent and isn't convenient. -Frank —The preceding unsigned comment was added by 65.222.232.2 (talk • contribs) at 21:24, May 2, 2008 (UTC).
I was really disappointed when I saw that HoM doesn't have a vault or some kind of extra-chest to put my stuff in... Or just I simply couldn't hang my weapons and armors on monuments to free my storage space from them? Yes, it would be lame to have mutual exclusion between beautiful statue and beautiful armor on character... But what holds you from making it optional? Like "would you want to leave the armor in your inventory to further use it, or remove it and retrieve later?". And more about houses. I liked the above mention to make character-attached houses in HoM manner, but I also add an idea how to organise such thing. Imagine - major cities have something like "appartment district" (I mean, part of city, not districts as they stand now) where different "enchanted houses" whould stand. They would provide a character entrance to his/her(/it's, again ^^) private appartment, if character have bought it of course. It's like xunlai chest account, I guess you get what I mean... Make it so every character can't have more than one home at a time. And appartments placed in different houses should differ by price and quantity of options like storage slots and display cases. Also they should be customisable at least in furniture rearrangement way. All this shouldnt take too much server space, as everything is made from predefined models and stores only byteworth information about object location. (I suggest to move this part of post to different thread) Ratys 20:15, 5 May 2008 (UTC)
- I think an even more simple storage solution would do. For example, I do like the crafting materials storage tab the only downside is if you make 1 consumable or weapon, you are out a whole stack of materials and left empty again, if items would stack up to 1,000 or so that would be more practical. Also another big thing that takes up my storage space are all my armors, yes we all like to look good so a seperate armor tab maybe per character would help out alot too. I dont know how many people ive talked to that have had to throw away armors due to lack of room. Also if there were a home or seperate storage type place it would be interesting if they were divided by districts, like in each of the different realms, although that would take up alot of additional resources then again.. the HoM is almost just that--O Frost O File:O Frost O Sig.GIF 00:23, 6 May 2008 (UTC)
- This one of those topics you will never be satified with will always want more or different. I was over joyed when Anet did give more room in chest it takes management but it can work if you want it to ~~Gow Czar~~
Hi, yes i agree the storage solution is very low, i went out and bought more charactor slots, cos each charactor can hold 40 items, so i got 20 slots, made 20 pvp charactors, and filled all the charactors with different items, i got more storage on those charactors, than the storage box in the guild hall, why did they not make that storgage box like 20 across, by 20 down, or bigger per campaign, instead i paid 120 pound uk money to buy 20 slots, just for storage, i give you a hint they wanted you to spend money.
- I am a HUGE pack rat, I save collector items for hero weapons, I have a minimum of 2 sets of armor each of 14 characters, I horde holiday items like crazy, and I have a sizable mini collection. So here is my opinion...1. Up the stack limit to 1000, 2. Have specialized storage for things like Mini's (and make them stack...I have doubles), collector Items, holiday weapons, etc, much like they did with materials or even the festival hat guy, 3. Add an Armour tab, or make it so you don't lose your pricey runes when salvaging, and lastly, and yes I know people are likely to chew this apart...4. Make Storage accessible from out of town, this would effectively increase you storage capacity while out and about. You could place the storage boxes by the gate to each new area or town that way you can make room if you end up getting more drops than expected, but your actual pack stays the same. Alright...the gates are open for bashing. lol. chevy
- Just an idea but i think it would be nice if your amount of storage is based on the number of toons on an account and the number of campaigns you have, like you get 2 tabs and a material tab for each toon, and one tab for each campaign you have..~Phox53~
- How about something simple. (i agree that they want you to spend money to buy more accounts to get more storage) Let us Buy more storage! From the online store for real currency, just like additional player slots. then you can have as much space as you want without having to run multiple accounts, AND you can access it all at once. If you don't have two computers how do you shift between accounts? trade with a friend? (Monkenstein)
Suggest that for every max-level character a players has, they get additional storage (one slot per max-char). You could also do the same for age, one slot per year.--St andrew 23:39, 22 May 2008 (UTC)
Combat Enhancements
1. I would like to see skills that block actually Shows the weapon/shield blocking attack. If the skill that dodges, Maybe have the character Dash, roll, lean, or do something to dodge. A good example of this is the game called "The Witcher". I think its very useful, and I dont think it takes that much code crunching. Though, if the character is say surrounded by enemies, make him only able to block or dodge attacks from those he is facing. I did a small simulation of this in Java in less than an hour.
2. More realistic physics. For Example, especially now, that GW2 will have an Y-Axis, why not say have the character Jump up, then when that swing lands, it does extra damage due to the momentum of the blow. Or if you have a sword, and you sprint towards the enemy and the first blow hits harder, or say removes any stance. To balance this, one may say give a small penalty on Energy, or Adrenaline.
3. More attack moves. The fact that guild wars had about 3 different normal swing styles, why not add more? so things wont look so repetitive? Like say 6 different animations.
4. Different attributes of spells have different animations... You know, like a water magic spell should have a "Character" animation (not effect) that looks different from fire.
5. Shields should not only give armor, but have a chance of blocking too. But when blocking, one may not attack.
6. Cast spells, attacking on the run. Allow people to attack, or cast spells on the run. Like shooting a bow while running. To balance it, say have only a 10-20% chance of success.
7. Interactive environment(instances only). By this, I mean say if one decides to run into water with many enemies, a lightning bolt should be able to hurt them all. To counter this, maybe have the lightning do half damage to allies too. Or to be able to destroy small wooden walls that someone is hiding behind with a fireball. Since its instances, it wouldn't effect another party.
8. Enchantments creates different Auras around the Player. For example, Armor of Frost creates a thick blue translucent layer around the player's armor, simulating Ice.
9. (1,4,8) can be turned off for those with a lesser Video card.
10. I like the 8 skill system. I like that it makes you to be strategic in combat. Suggest that you allow the players to build skill macros – a queue of sequenced skills. When you select the macro, the sequence fires in the order you arranged. In fact, it would be very cool if different combinations enhanced damage or combat effects (like deep wound, longer bleeding, burning, etc.). --St andrew 01:38, 19 May 2008 (UTC)
Maybe allow a different set of skills for each weapon set currently setup.. like switching from a bow to a sword and having sword skills when your using the sword so when close up enemies surround you you can use your sword (more realistic?) of course add a penalty if possible like 2 min wait before your able to switch back to a set recently used.--Catheus 23:53, 5 May 2008 (UTC)
- concerning the interactive environments, i think Aion will do very well with this. if its raining your fire attacks are weakened and water buffed plus some other cool stuff. also, it will even do some cool emotes, ive seen videos of people who stop moving while slightly submerged in water and after a few seconds they start to wash themselves, it so cool, i want to see this stuff in GW2.121.208.172.69 09:34, 7 May 2008 (UTC)
IMO i think the fighting style should be much like what was described further up! when i block an attack have the two swords actually meet in mid flight! also shield bashing would be awesome! if any of you have a Wii get supersmash brother brawl and look at how Ike fights! that is kinda the idea i would like to see in the battleing style in GW2 for warriors at least! also i read in another thread that when i have a sword and im half a foot from and archer he shouldnt be able to shoot his bow at me! i have personally tried to shoot a bow while somone is swinging at you! it cant be done the bow snaps in half and you are defeated seconds later!~RedRabbit
What I'd Like to See
1.You should be able to ride(mount) pets 2.Camping outside an outpost(so you don't have to run around the area and fight monsters all over again if you need to go somwhere) 3. Diving(reasearching underwater caves, catching fish or searching for underwater treasure) The more you dive the more you train your lungs so you can dive longer/deeper. 4. Any "non-inteligent" creature should be able to be a pet. Devourers, spiders... 5. A separate design tool that you can use to make unique objects for you character that you can then use if you pay a certain amount of money(with other words you design it and then you pay a crafter to make it the way you want) 6. A make-up artist you can pay to make you a new haircut, change your eye color etc. 7. If you jump of a cliff you should lose a lot of HP or even die 8. Henchmen(and heroes) should have some kind of restriction to stop them from radnomly jumping of cliffs(if they get too close to the edge) and dieing due to their stupidity(you can never make them smart enough)
P.S. I pressed the "Add a comment to this discussion" button (marked with a +) Not my fault if by some way something else happened
78.0.68.163 15:01, 1 May 2008 (UTC) Just wanna tell you that most of these ideas have already been sugested Hungub 20:12 May 1'st
- I actually like these idea's, but if you die where should respawn places be and do you get DP or do you wanna delete DP from the game?
Facial Expression Progression
I got this idea reading a post about how the armour in GW2 should age taking on nicks, cuts, scratches and dents.Well what if youstarted off at the beging looking like some kind of fresh faced recruit. And then as you completed missions and quest and gradually progressed through the levels you began to look more like the battle hardened veteran that you are becoming. What I am suggesting doesn't have to be anything serious maybe like a black eye at the beginning and then a couple of scars or some shadows under the eyes if you just got done with a really long quest. This option could be completely voluntary, you could either design your won face if you wish or you could pick what is will generally look like and the let the progression part take over. Also the progression should affect the genders and races differently or it could look really strange.--A fry 02:08, 30 April 2008 (UTC)
What if our characters would look differently over time too,i mean,just like in guild wars with the birthdays.Every year that passes in the game should also change the character.That way we would know for how long players were playing the game.
I think that would be cool at first, but you would have to play for many years to see any real difference. Plus eventually, we'd all be a bunch of geriatric lunatics swinging wands and hammers as we shuffle through the the continent of Tyria made uneffective and unappealing by the ravages of old age. -Tarascus Bloodblade
- Maybe not to the extent that you describe, but it would be cool. If DP returns with GW2, it would be cool to have a bruised look about you, and when you hit 60%, you look like you have just been run over by a horde of centaurs... which you have. Ashes Of Doom 20:20, 3 May 2008 (UTC)
- If DP becomes semi-permanent, that'd be awesome to have general facial appearance change over the course of a character's lifetime. Kind of like in Shadow of the Colossus how the kid generally started to look darker, more battle-hardened, bloody and scratched up and stuff...was beautiful.
you mean like fable's type of growth when if you got attacked by a werewolf you would have a big scratch on your face-ncross1
I think the higher the level you become, you can choose what kind of facial feature, so you can have happy and peaceful person or an evil, cruel person.
I'd Like to be Fat
My suggestion is to make a customable fatness just the way you customize the height or like 5 stages of it. It could apply only to Humans as i don't know the diet and lifestyle of other races. I always wanted to make a fat drunken bard that would look like Little Thom but ev'ry character looks like a super model :/ It might not be so simple as not only the tummy grows but legs, neck and such get fatter too. Just if you would, make it the way no one could abuse it, put a reasonable limit. Something i lacked in all the games i've played. Alistair Cookie 01:05, 2 May 2008 (UTC)
Bad idea, it might offend some people if someone is running around town yelling "look im fat!!!"
- How is that offensible? It no more or less stupid then dancing in town in underweres. --Bob 22:57, 2 May 2008 (UTC)
This is a very good idea, in addition to the height scale, 3 or more base model could be offered. Tiny, Regular, Heavy. Somewhat like what was avaible in Quake III Arena... --Bob 23:00, 2 May 2008 (UTC)
I can't imagine fat Asuras or Sylvari. In my eyes, thats kind of strange. --User without a proper name
Fat creatures would die in Gw world = no thanks to fat characters. (Limu Tolkki - talk) 21:44, 3 May 2008 (UTC)
This reminds me of an idea or rather a hope I had for gw2. Was thinking that they should have the feature for people to be able to change the weight or physically fit appearance of their characters upon creation. You know how everyone in the game can only change their hieght but they still look fit no matter what? It would be a nice change if you could make them slimmer or add a little more, kinda buggy how elementalists have a slim fit body I would want on my warrior because I don't like being too buffy. Verix Phrigustus
- I like the idea of having an Accessories Trader, where you could customize the look of your character by buying a mustache, or paying for a tan, dying your hair etc. This way if you wanted a scar, you could pick the type of scar you wanted, instead of having a random scar that you may not appeal to you and make your character less appealing. chevy
i like this fat idea but why only for humans? i can think of a fat charr, asura, well maybe not sylvari but most importantly a fat norn keep it within limits ofcourse, no heart attacks or such
Commands to...
One of my ideias to Guild Wars 2 be a better game is to add a command to, for example record a video (more ideias are welcome), i think it will be funny to us record our best moments in game without use a third party program. cra2sh 01:11, 2 May 2008 (UTC)
- Why? Just use fraps, its simple^^ Ulkiges Ding 10:07, 4 May 2008 (UTC)
- If by 'simple', you mean downloading FRAPS, installing it, setting it up, then... i'd go for the suggestion that bypasses those steps (and I imagine would require only a press of a button to start and stop it). → BROWNSPANK 05:40, 7 May 2008 (UTC)
- also he said "without a third party program"
- If by 'simple', you mean downloading FRAPS, installing it, setting it up, then... i'd go for the suggestion that bypasses those steps (and I imagine would require only a press of a button to start and stop it). → BROWNSPANK 05:40, 7 May 2008 (UTC)
- Lineage 2, while it sucked, had a very nice in game program you could use to record videos. It'd also be nice if an in game video recorder let you set the UI as on or off to the camera, but you still see it in game, that way you can fight but not lose any ability to play.
- It could even be done the way game replays are saved in games (I'm thinking, the Gran Turismo series on the Playstation): track and save the character actions and camera movements, then export to video later. Optionally, you can toss in some "directorial" features in the export, like being able to switch POVs and camera movements while exporting (like being the cameraman-director), or picking a theme from the existing soundtrack as background music. I would guess this (sans the export features) would be less processor-intensive than the traditional screen recording method (correct me if I'm wrong). → BROWNSPANK 04:21, 8 May 2008 (UTC)
- Because noone has said it in these words exactly yet, even though they all mean essentially the same thing, make observer mode available everywhere, and let you save games on it. The coding is obviously there, hitting 'b' is a pretty easy way to confirm it, it would just take some expansion and changing to allow it to be accessed by players personally and through all gameplay types. Games could be saved locally just as templates are, so no storage problems. 71.31.149.63 19:39, 8 May 2008 (UTC)
All fighters should be fat by default and you should have to go on a special quest if you want to lose weight
Jade Sea
I'm not sure what is planned with the Jade sea, but this is a suggestion to either keep it as jade, possibly have an equivalent "frozen waves" area introduced somewhere else in the world, or allow some jade to go to water, but in such a way that it stays as a unique environment. If nothing else, the jade sea is a unique environment, which might be hard to plausibly repeat somewhere else in the world, while oceans and lakes are much more easily repeatable elsewhere in the world.Tambora 03:37, 2 May 2008 (UTC)
- The above was edited slightly by me.Tambora 20:20, 2 May 2008 (UTC)
- Cantha isn't going to be in GW2 at least not yet, they might add it in an expansion, but its all speculation. --The Cyphero 04:08, 5 May 2008 (UTC)
- I know, this is if any expansions in Cantha are being planned. (Which I'm assuming will occur if guild wars 2 lasts long enough to get one, because some backstory was written for it and it is a big part of the world.)Tambora 22:40, 5 May 2008 (UTC)
- Ah now that makes more sense. lol. Well, Yea I think it would be cool to see it "slowly" change. --The Cyphero 23:00, 5 May 2008 (UTC)
- I know, this is if any expansions in Cantha are being planned. (Which I'm assuming will occur if guild wars 2 lasts long enough to get one, because some backstory was written for it and it is a big part of the world.)Tambora 22:40, 5 May 2008 (UTC)
- I'd like to see that, the Jade Sea adapt into it's own environment. IE, plants that survive on jade, or something.
lol something tells me that they will move from the events from which happened in Eotn back to Nigthtfall then Cantha and finaly Ascalon.
Now thats reverse. As ifnt the plot is reverse now that the bad guys are actually doing some damage
- Wait...doesn't the human race revolve around Cantha? -Body of Power --71.100.161.193 23:55, 14 May 2008 (UTC)
In the Eotn manual it said the jade sea is "melting"
Yup in Eotn it is said that jade sea is "melting" and tht is ok because the curse of Shiro Tagachi is gone so it will be stupid that jade sea will remain frozen!!!
wow! that sounds nice, so echovald will become a normal forest again to.I hope there will be an expansion so we can play in Cantha and especially in Elona. Nilzardo 17:07, 5 July 2008 (UTC)
Skipping Cutscenes
It would be really nice if when the majority of the party wants to skip the cutscenes then it skips. That way we dont have to wait so 1 or 2 people can watch it. And to counter this so people dont lose track in the storyline give them the ability to watch any cutscene at any time. Like the scrying pool in the hall of monuments. Drogo Boffin 16:46, 2 May 2008 (UTC)
Why doesn't it work if you want to skip you skip and only applies to you if you want to watch but someone else wants to skips he(or she) skips you stay watching.
- That works for end cut scenes but not mid ones where everyone needs to continue together. What I would suggest is have the leader of the party mark a flag at the beginning of the mission for no cut scenes and have that flag shown to all people joining in the party box so everyone knows this is a no movie group so those that want to want to watch the cut scenes can leave the group before the mission other than a heavy story roleplayer getting mid way into the mission and being screamed at to skip the movie. 122.109.43.82 15:46, 5 May 2008 (UTC)
- @Drogo-That would cause confusion for new players that want to know what's going on within missions, as sometimes new objectives or mission mechanics are explained in cutscenes. @122.109-Completely awesome idea. Allows for easy skipping of movies with minimum inconvenience to everyone. If there's a best solution to this problem, that's probably it. 71.31.149.63 20:14, 5 May 2008 (UTC)
No, that's a ******* terrible idea. Just make it so if press the button to skip the cutscene but not everyone else does, you're taken to an interactive game of pong between two bog skales using their own mucous
Actually idiot, that's a better idea than having to sit there watching a cutscene you've seen 3 times because of some afk player. I would rather it take you straight to the town after you press skip, and you simply have to wait for the other character to finish watching it. At least this way, You can manage your own screen and whatnot, while the other player has the opportunity to watch the cutscene.
I find this very rediculous. I love watching the cutscenes on guild wars. I don't think ANet should take the time to program some silly flag when they can just sit there for 1 min and watch it. Heck, sometimes if I scene it before I take a short bathroom break. I'm surprised at the people who don't like watching them even if they haven't seen it before. 76.240.199.123 07:20, 4 June 2008 (UTC)
Its not fair for people who haven't watched the scene to miss out because they lost on the majority vote. I think that if a player chooses to skip a scene, that they'll be taken to the next area, but it should be done so that you can move around, but not too far from the starting point until all party members have finished watching/skipping the scene.
Special Arenas
Dragon arena and other such special event things were loads of fun in GW1, but only came every so often. My suggestion: leave special event arenas accessable, and just add the extra rewards during the events. This is a game afterall, which should, by definition, intend to be fun, so just leave the fun in, and add the title farming every so often. While this is really a suggestion for GW1 as well, it's painfully obvious that ANet doesn't care about GW1 anymore, so I would at least see them do it right on the next try, which they can't afford to mess up. 71.31.149.63 20:05, 2 May 2008 (UTC)
- My only comment is that what made these games really "special" and a treat to play was the fact that you could only play them on occasion making them somewhat more level for everyone... Just my 2 cents. -- Frozzen 05:45, 4 May 2008 (UTC)
- That's why I suggested only having title advancement during events. For many of the events, such as Dragon Arena especially, you could do it between special weekends, seeing as that's where the idea came from, but only if your guild is willing and large enough. I would simply like an arena to set up such arenas more easily. This of it kind of like RA-you could do TA, given that you can find a good team and set up correctly, or you could go to RA for more instant fun. I just want to be able to do some of the more casual, but balanced and fun, games, while being able to be in a guild that is serious about GvG. It wouldn't be an absolute disaster if this isn't put in, it would just be a nice, fun addition without too much extra coding on ANet's part, as the mechanics are obviously still there. An alternative would be an arena that allows customized rules, such as standardized skillbars, and the ability to mix gameplay types and arenas(eg:Hero Battles have great potential to be fun, but the shrines turn it into an extremely boring version of AB with microing in place of fun-here you could set up a battle that uses 1 person and 3 heroes for each team, but is on a GvG or RA map to encourage actual combat). This would take a bit more work to add in, but could be an incredible addition. 71.31.149.63 20:07, 5 May 2008 (UTC)
Realistic Quests; More Ways to Tackle Missions
Dear Guild Wars Team, In previous games there were many quests I, as a player, couldn’t relate to. Earlier up the suggestion list some guys wrote they would like a more diverse way to solve quests. But before you attack that problem, think about the quest-giver him/herself. Although most ideas for quests are quite creative, sometimes the reward (e.g.) doesn’t make sense. I remember a quest in Factions were a purse was stolen from a poor woman. You find the thief killed and the purse ripped. Returning it to the NPC, she hands you fairly much money. The same problem I discovered in Nightfall, when you promises a worried person in Vabbi to save her colleague. That quest would be one good example, were I would have preferred some honor points or something similar instead of gold (at least for the sake of keeping the game “realistic” ;), I don’t mind gold). Another point: A brief while ago I was in an (online) discussion with various people. They were debating over what MMORPG was the best, or if pen&papers would stand a chance against them. One guy made the interesting suggestion, that Guild Wars should offer more ways to solve a task. Say you need to enter a house unseen (bad example, since you’re usually doing missions in palaces and forests). As a player, you could choose between climbing in through the window or entering through the back door.
Seasons and Migration
Regular skill updates for PvE
As a PvE player, I find half the fun is in experiementing with different skill combinations. As such, I like the PvP skill updates as they force me to change strategies and allow the experimenting to begin anew. I suggest GW2 has regularly scheduled skill changes aimed at improving both PvE and PvP experiences. Every two weeks (or once a month), at a fixed date, a wide selection of skills are tweaked based upon how frequently those skills are used (buff the underused, reduce the overused), or just to change playstyles (one month slightly favours hexes and fire damage, another physical and frost damage, etc). Lore-back these changes by stating shifting dominance of certain gods/dragons/constellations. Balance updates specifically for PvP would be 'hidden' in these changes that would happen anyway. PvE players would complain less since they would expect these regular changes, and most would not be driven just by PvP gameplay. Both PvE and PvP users would need to regularly adapt, prolonging gameplay enjoyment, and there would be less of an elitist attitude as optimum skills and skillsets would not remain so long term. Most changes should be subtle so skillsets are not drastically impared in a single update. Jbuk 12:07, 4 May 2008 (UTC)
- I totaly agree Hungub 15:48 May 4
- This is a clever way to combat the issue GW1 has where you can use a single skillbar to do every mission, quest and vanquishing area in the game. The only problem is that because people will expect the changes, they'll immediately try to find an exploit for it.
- I totaly agree Hungub 15:48 May 4
Guild Transfer
I would like to be in the same guild as my GW character is now. Somehow they would have to transfer that data, somewhat like they're transfering the names. I see it like if the leader of the guild in GW1 made a GW2 char that char would have the cape and tag of the guild, but they would have lost they're guild hall because of turmoil in the past, and they lost they're alliance because nobodies been able to get to cantha in a long time, as stated in the Movement of the World. The leader would be able to recruit but once a person who was in the guild in GW1 makes an account they get added at the rank they were in GW2. But if an officer of the guild makes an account before the leader, they become the leader until the original leader makes an account. And if a basic member makes and account first, they become leader until an officer or the original leader makes an account.Lord Zepherr 08:16, 4 May, 2008 (UTC)
- i like this idea because if people from gw1 has a popular guild and some one els tries to steal the name or tag and put it in gw2 it wouldent be fair to the people who originaly made the guild
- this problem has already been addressed it is on gw.com
- Really, i can't find it, if you coudl post the exact URL that's help alot. Lord Zepherr01:19 May 10, 2008 (UTC)
steeds / mounts
I think we should be able to ride steeds (different ones for different races) humans could have horses, charr could have hunter beasts, norn could have dolyaks, sylvari could have jaguars (the animal not the cars) and asura could have something like a giant clockwork moa. I also think you should be able to get armor for your pets.
- I'm very sure if you look at above posts you will see that this has been covered. No point in having a 'mount' if you have map teleportation. --The Cyphero 04:14, 5 May 2008 (UTC)
- No point, except being able to ride steeds, which would be cool in and of itself. -- Alaris 05:14, 5 May 2008 (UTC)
- The Cyphero we want mounts in addition to map travel so read above as that has already been discussed on why we want both (because map travel is only town to town what about that 20 min walk in between towns to that dungeon with no map travel point? and I'm sure you yourself would want to cut that travel time down especially if you don't have time to play much) 122.109.43.82 15:51, 5 May 2008 (UTC)
Agreed with you m8,it will spare our time and make game exp more interessting79.101.64.16 18:06, 5 May 2008 (UTC)
- Sure it would be nice, some players like myself do have loads of patience and like to look around to see all the things ArenaNet has spent their time and money on. But, there are those on the other side who want to get things done now, and not want to wait a long time. Now I would just have mine to show off lol ;P (if they are going to add them that is). A Hunter beast would be pretty cool to ride though *day dreams about his charr character ridding one*. One more thing... why would a norn need a mount? They can just trasnform into a creature and get there on their own.That and they have really long legs lol. --The Cyphero 23:12, 5 May 2008 (UTC)
- people complain about long travel times to places not visited/unable to teleport to, but if travelling was cut down from 20 minutes as was proposed the game would lose some of its depth. There needs to be a feeling of triumph when you enter an unvisited town, if its only taken you a few minutes to get there cause you rode your mount its unfulfilling. 121.208.172.69 09:18, 7 May 2008 (UTC)
- You may not have seen my suggestion earlier, but steeds would tye in well with jumping and swimming as things you do in certain areas, where you HAVE TO SOLO to save hero's/henchmen climbing a tree with you of whatever. Go Go Team Olav.
- I beg you please please before you go creating files that you at least see what has already been created and discussed do your homework. Getting really tired of reading same thing over and over.. "quit beating a dead horse" ~~Gow Czar~~
i like the armoured pet idea as my pet just dis after getting hit u the armur shuold take dmg of the blow~~GAZZ3R~~
I agree! Mounted Companions would be a great Idea, since the Companion system is already going to be in Place. Or possibly a separate kind of mount, I have never played wow and don't really want to.. but it would be a great accomplishment to have earned a cool ride. It would definitely save time the 100th time you have to pass thru the same area. I think it would give a new perspective to the area and adding depth. Keep in mind, Those of you that don't want a mount won't be forced to get one! And if it works out to be your companion you won't have to ride it! It's an optional thing so don't discredit the idea for everyone just because you don't like it. ***Remember Guild wars likes to reward players for how they choose to play the game.*** a good example of this is henchies, alot of people don't like henchies and they don't have to use them, but for other players that like to play alone... henchies enables them to do so!
personally I would like the mount to be your companion that you will already have a kinship with, and once they reach a certain level... then you'll be able to ride them. 65.41.147.195 19:03, 16 May 2008 (UTC)
I agree with the comment above, this way you will have already had to walk through maps with your companion to get to new towns to be able to get the exp required to level your companion up to be able to ride it. Giving mounts a 25% speed buff only reduces a 12 minute map down to a 9 minute map anyways so it gives an even balance, you still have to fight and run to get to places! I think it is fair to say the large numbers of request for mounts has been noticed and GW will ensure it is fulfilled otherwise forcing half of existing people away. We want improvements on existing gameplay, can suggestions now be towards how to integrate mounts into GW, i.e. what physical type of mounts would fit for each race? (siege devourers, horses?), how would the game dynamics accomodate them? (same damage dealt and recieved?) [Dez]
- Finally, someone got my point (to unsigned). A huge part of last three posts was already suggested here, not only by me lol. *blames disorganisation* This page really needs some archivation. Ratys 11:23, 18 May 2008 (UTC)
i think steeds/mounts should be a beast mastery skill and be your 2nd companion eg [you, pet steed]and should have its own hp, i think these should be different mounts with different abiltes eg rideing a dolyak ur dolyak has 10-42+ armour and cant be knocked down but is 75% like the skill but you can be knocked off it, steeds make your both move 5 -50% faster and a attack bonus and so on. but rideing a mount you should have more weakness like if you are knocked down or your mount is knocked down you you are knocked down to and the knock down skill does double damage or if get hit by a melee one hand spear/two hand pike or lance one handed [new warrior weopons] or hammer there is a chance of knocking a mounted by per hit you the two handed pike would have the most chance doing it. knocked down time off a mount of all types is doulbe and so is the damage by the attack or skill that did it and mounts and your armour is weaker vs the spears and hammers --90.199.200.103 16:04, 20 May 2008 (UTC) what do you think
- Some things said are great, except those KDs, that will be really retarded imo. Perhaps, a skill called "Dismount" for Warrior that actually knocks enemy off his mount. And have you read about idea of merging pets/companions/mounts together?.. Just want to know what you mean - you're against it and voting to separate them or you just haven't read? Ratys 13:06, 22 May 2008 (UTC)
OR THE LOT OF U GUILDIES CAN GIVE EACH OTHER MSN OR ICQ OR WHATEVER U USE ADDRESSES AND JUST MAKE A NEW GUILD WITH THE SAME NAME AND THE SAME PPL
What Anet should do is very beginning of guild wars 2 after you made your character they should put you on this easy quest defend these animals (hopefully the companions won't be animals like lions or rhinoes anet should be creative and come up with cool companions that are race specific)so you fight off a monster or 2 and they're like we want to be your companion so you click on each one see their ups and downs(it would be cool if they could learn a profesion) maybe one could fly ( high enough to be off the ground low enough to get slashed by a sword) 69.255.162.201 17:07, 7 June 2008 (UTC)Cabbagepatchman
May Suggestions
Character Backgrounds(some have already been suggested by others)
- Storyline(similar to when you get a hero now, you see their information)
- Allow other people to see that person's titles, and storyline and guild rank
- After you win, or guild suggestions(some have already been suggested by me/others)
- Buy a house(i had this suggestion from April, once they beat GW, and did certain quests, let them buy or have a plot of land that people who are given access to can join, and also allow them to buy services, including special merchants you cannot find in a regular outpost)
- Contribution Points(another suggestion from April, every time a guild or alliance member donates to a guild, they get points towards a title by the amount they donated and ect., once i find where all my suggestions are, i will put the link up)
- Allow the guild leader to pay a hefty price to up the amount of people allowed in his guild.
- Guild Ranks(instead of officer leader and member, why not let the leader make his own ranks, for a price, and they get certain powers)
- Random profession hero, at the end of the game, after you pick your weapon or shield, if still will be there, you should then be able to, similar to guild wars, get a cool looking hero of your choice, and it should have a variance of the profession.
- Hero only skills, if we cannot give our heroes some of our skills, give our heroes an edge, and make it where they have special skills that is specific to their profession and race
- Other Suggestions
- Duel Arena, make it where you can bet items and money on a duel, and whoever wins gets those items and money. Also, make it where you can have rules, like: no pve skills, no heroes, the location, ect. and it must be agreed upon by the opposing party as well... Maybe even have tournaments of these types.
- Companions, maybe make it where the companions profession selection and what that companion is(like a GOLEM for Asuran or a wolf for Norn) is catered to that character's race
- Guild Quests, maybe if there is a quest guy purchased, members, officers and of course, the guild leader is allowed to put items and money up for certain quests to be done, like get me such and such, or kill such and such, or explore such and such, and if you ask someone to give you a certain item(s), you are allowed, for a price, to retrieve those items from the guild quest guy.(similar to a suggestion by someone else)
- Customized services(a suggestion by me in April), make it so that way an npc can be created with a name, and what he/she looks like, and his/her race.
- Marketplace(another suggestion by me in April), every time you put an item you wanna sell in this marketplace, you may sell it for a certain price or item, for a cost. Then, this price of items and/or money will appear in your guild and your every alliance guild that has a marketplace(or if you know the alliance/guild's name, you can look at their wares for a cost and for looking, that guild automatically gets like 50% of the search cost if you buy from them)
- Guild Bank(another suggestion by me in April), donate your money and items in this service(items cannot be withdrawn, only placed in marketplace and sold for a price), and every time you do this, you get points towards title track.
So, what do you think --Body of Power
All good ideas except Buy a House--76.84.191.116 23:42, 23 May 2008 (UTC)
Elite/PvE Skills
New month, new suggestion. And after searching the archives I didn’t really see much on PvE and Elite skills. At least not on topic to what I’m about to suggest. What I suggest is: Merge Elite skills and PvE skills into one concept in Guidl Wars 2
- These skills should follow the rules of Elite skills with regards to your skill bar. One skill per character at a time.
- These skills should be acquired in means similar to PvE skills and Faction Allegiance skills. From either quests or vendors throughout the world.
As wonderful and lore rich signets of capture are, I don’t see them working in Guild Wars 2. The world will be persistent, meaning if there are world bosses they would very easily be farmed. Since I don’t think anyone wants to return to the days of Prophecies and beyound, having all elite skills obtained in missions and dungeons only, I think we need to do away with the concept of capturing Elite skills in Guild Wars 2. I know, I'll miss the Signets of Capture too, but they'll be a pain in a persistent world.
- Aside for a few non-attribute signets, all these skills should be tied to a class and not a allegiance title rank. Think of the Faction allegiance skills more then the Sunspear skills.
- Under the assumption that eventually one character could unlock all (of their race’s) professions as possible secondaries, then one character should be able to eventually obtain all Elite/PvE skills for professions their character can become.
...and that is the entirety of the suggestion. The one undecided part is if this new classification of skill should be considered PvE or Elite with their eligibility to PvP. I don’t have a preference, and therefore won’t make a suggestion on it, but I know other people might so I’m mentioning it.--Ryan Galen 21:19, 5 May 2008 (UTC)
- this does assume that the game will have some equivalent to elite skills and PvE skills, though it does have some points that might be useful for the developers in general.Tambora 22:42, 5 May 2008 (UTC)
- I think that making all PvE-only skills elite would impose an unneeded contstraint on skill design and balance, leaving professions in PvE extremely vulnerable to the effects of PvP balance decisions. IMO PvE skills should be regular skills which are balanced for PvE and just happen to be unsuitable for PvP for some reason. Perhaps a certain effect is far less effective in PvE than in PvP, making a PvP-balanced skill with that effect underpowered for PvE and a PvE-balanced skill with that effect overpowered for PvP. Perhaps the skill interacts with a mechanic, such as aggro or hidden objects. Perhaps the skill would just be extremely unfun for players on the other side to deal with, like stealth, rooting, total shutdown, fear or direct enemy control. -- Gordon Ecker 00:45, 6 May 2008 (UTC)
- I was actually talking about merging the current concepts of Elite skills and PvE skill in Guild Wars into a new type of skill in Guild Wars 2. As said, whether if this new type of skill are considered Elite or PvE is something that needs to be debated. You make a good arguement for PvE skills, and an interesting arguement for PvP only skills.
- Honestly I find Tambora's comments about there possibly being no elite skills in the game most interesting. It... is just a concept I never thought of, and a completely valid one: they just might cut the concept.--Ryan Galen 15:24, 6 May 2008 (UTC)
- I like the idea of a three-tier system where there are elite, semi-elite, and regular skills. You could equip 1 elite, 3 semi-elites, and as many regulars as you want. The fun about elites & semi-elites is that they are a bit more powerful, but also more difficult to get. Some involves a quest, some capping from a boss. Also, some skills may be PvE-only, and some may be PvP-only (why not both ways). Some might have slightly different balances for each (but otherwise same functionality). -- Alaris 15:35, 6 May 2008 (UTC)
- There were thoughts about separate skill sets for PvP and PvE at least this suppose to be possible todo in GW2. PvE skills are a way to get people to face far harder foes then average with out it becoming 2hard or needing highly specialized builds or skill setups that discriminate most if not all other classes. So as far as we know all skills in PvE could be PvE only or be tied to a title instead and attributes used for pvp skills. Biz 07:10, 8 May 2008 (UTC)
- I don't like PvE- or PvP-only skills (except for Sunspear Rebirth Signet) because I like to know skill synergies I learn in one gameplay type can transfer into the other. You could balance down harder PvE foes if they truely are too hard or provide more ingame training tools to help people get better. Or..keep them in to help people get by and I can just not use them if I choose.Cameronl | talk 09:25, 9 May 2008 (UTC)
- There were thoughts about separate skill sets for PvP and PvE at least this suppose to be possible todo in GW2. PvE skills are a way to get people to face far harder foes then average with out it becoming 2hard or needing highly specialized builds or skill setups that discriminate most if not all other classes. So as far as we know all skills in PvE could be PvE only or be tied to a title instead and attributes used for pvp skills. Biz 07:10, 8 May 2008 (UTC)
- I like the idea of a three-tier system where there are elite, semi-elite, and regular skills. You could equip 1 elite, 3 semi-elites, and as many regulars as you want. The fun about elites & semi-elites is that they are a bit more powerful, but also more difficult to get. Some involves a quest, some capping from a boss. Also, some skills may be PvE-only, and some may be PvP-only (why not both ways). Some might have slightly different balances for each (but otherwise same functionality). -- Alaris 15:35, 6 May 2008 (UTC)
- Honestly I find Tambora's comments about there possibly being no elite skills in the game most interesting. It... is just a concept I never thought of, and a completely valid one: they just might cut the concept.--Ryan Galen 15:24, 6 May 2008 (UTC)
Some suggestions
I was thinking about the houses and boats idea and was wondering if they can implement houses inside or nearby the Guild Halls so it's like a neighborhood, and you can pick what style of housing you would want like a norn style would be similar to the towers in EOTN and etc. Also the boats I would love to see GvG on boats like have the sail the guild banner and several people can be cannons, one guy mans the boat, one repairs, and some can swim over to the other guys' boats via "doors" in the back or bottom or side or etc...
Hi, i think that be able to wear a mask and a head piece, will be fine, like if u can wear the bandana & the eyeglass at same time, maybe with different stats, but i will give u more convination to personalize ur characteres look. I like the armor treatment on OGW,also personalize ur parther look will be good 2, i like the game, & i love to personalize my characters. - ZAGA 6-may-08
That'll be interesting. You have a huge norn tower and then a small little sunspear tent -.- But still good idea about the boats =)
I really like this idea, but what do you think about further expanding the Guild Hall experience by allowing the guild hall creator to enter a 'Guild Hall Map Editor' of sorts when he/she brings his/her character to some sort of Guild Hall Administration Panel (possibly a throne of sorts that his/her character sits in to activate the editor.) Then the leader enters an RTS-like mode allowing him/her to purchase and place buildings/npc's/shops/furnishings/etc in the Guild Hall where ever he/she pleases, making every Guild Hall different from any other. KengouKajin 03:41, 4 June 2008 (UTC)
Ability to create your own skill
I think in GW2 there should be skills that u can create by browsing through the envoirnmental/monster skills/effects (not 1 hit kills) and could only be used for one character. if u have an assassin, then the sin would be able to do a skill that does high dmg, but will have to drain all energy and leave you vunerable so that u couldnt spam it|an eviornmental effect that leaves all enemies on the map defensless and allow allies to gain the advantage in the field of battle. or warriors would be able to create an aura that could buff their armor but would cause their speed to fall. --Lavitz 02:55, 6 May 2008 (UTC)
What if you based a skill-creation system on the Oblivion model, where increased potential damage raises the energy cost, or in this case more powerful ones (like "kill single non-boss enemy instantly 10 secs after cast") could take much longer to cast and complete. The only foreseeable pronlem with this would be the skill bar animations, but you could always choose character actions and animations from a pre-determined list.
That would be awesome like every level you go up you would get like 1 or 2 costomiziable skill points and you would already start out with 5.that way if your level 7 you can't have a skill that would destroy a level 21 and the better your level the better your skill which would be a great solution to people having these crazy skills at such low levels so for warrior/elementist first he'll have a weak air spike doing a bit of air damage then a couple levels from there he'll get some more points upgrade the damage and stun the enemy for a short period of time and a couple more levels from that hell use more points to make it do more damage stun longer andfrom the it will start to ignore armor more and more every time you upgrade it. also the more upgrades the more it exhausts you but when you maxed out the skill this will be a one time thing you can lower the energy consumption by a couple of points.Also when your done creating your skill there will be an animator button pop up when you click on it it will place you in nowhere land next to an enemy that wont attack and you'll get to put your skill to the test. first you hit the skill button and now you get animating for me i will jump up hit a save move- ment button that is on a tool bar somewhere and then i will pull out a sword press the save movement button next ill move my figure down on the enemypinning him to to the ground causing a week earthquake ( asuming im at a lower level)and when im done that ill hit the save movement button and somewhere else on a toolbar ill hit a view all movement button showing me all of my ovements in action. finaly ill hit the test skill button and ill test it on a real live enemyif i like it ill save it and if i dont i'll go backand start re-animating it.every time you get more customizable skill points you can start reanimating the skill to change it now that you have more skill points. ps- every time you animate the skill you can only make the character do actions that you purchased with the customizable skill points so you wont be able to make your sword shoot out lightining unless you bought that
LOADING SCREENS AND SKILLS
okay..my idea is that instead of loading screens in between cities, there are none whatsoever. this keeps the reality of the game alive and very cool. for example, when you come out of a city, you actually see other people with you fighting other monsters, and they can help you if trouble arises, etc., etc. as for skills, i personally think that 8 skills is a LITTLE too boring. for example, PVP...you fight for god knows how long while using the same skills over and over again until your mana or energy runs out in your fingers. i still play guild wars and its awesome, but i think in GW2, there would be a lot more sells if it was more realistic. for example, having all your skills at your disposal at once. it would make the game more alive, and have more outcomes and instances than before. i think that this would be a very good outcome to the gameplay itself. thank you.
Next time before you post, please read the news updates and other posts this one has already been decided that it will be in GW2 other than the skill part --higgin3 21:54, 8 May 2008 (UTC)
Ice Realm and other Ideas...
Ice Realm: Guild Wars is definitely missing an ice realm. Now I'm not talking the shiverpeaks with snow everywhere but actual ice. This idea seems to be glazed over in some eye of the north dungeons and in the jade sea where there are fish and animals "frozen in jade" and under the water but it would be really cool to see them just frozen in place on land, a medusa type feel except with ice and very reflective, maybe even glint frozen in the side of a glacier. It would be ruled over by a super huge boss that freezes people with her eyes or frigid breath named O Frost O eh eh? lol Also as a guildhall to have an ice castle type guildhall again with the frozen creatures just scattered around maybe even obstructing our paths to some degree and if you brush them a paw would fall of or something lol. Some cool area effects for this realm would be skidding, burst of sunlight that would thaw some enemies back to life, thin ice, or ice storms with enemies embedded in them to name a few. Also what about having an almost house of mirrors type dungeon or mission where you could break through some reflective ice, and a non functioning map :)
Water Magic: In all the water attributed spells there's really no actual water magic its mainly ice.. it would be cool to have a strong AoE type spell dealing with water and more variety over all. Some ideas would be like a heavy mist or cloud type effect coming to obstruct the enemies view, spurts of water or a typhoon being condensed from the environment or even out of the ele's mouth, the ability to make a wall of water or ice to shield your party or to buy some time for a quick escape till it is broken, a hailstorm, frostbite, something so cold it actually burns, id also like to freeze the enemy in place for a brief time(almost like a kd) maybe in ice but actually have the visual effect too, definitely room for some amazing visual effects
Guild Wars 2 CE: I think it would be really cool to have something a little different then divine aura which is great but at times I wished there were a switch for(taking screen shots for example). I was thinking something almost similar to the /rank effect in GW 1 where you could type your special /emote and your entire character would suddenly have a burst of light emitted from them or a cool all over glowing effect(color of your choosing). Another idea would be when you did your /emote a ray of light would come from the sky and illuminate you and a burst of fire or ice would ripple from you and a shadow of a god would appear or you could morph for a brief time(again depending on class or maybe characters choice) but the /emote idea(/aura on /aura off) is something I would like a lot.
Levitation: Now I know there has been a lot of talk about "flying" and I'm pretty sure that would be out of the question but I think short periods of levitation would work quite well. Maybe as a method of evading attacks, for that matter maybe some races could sink underground too, dive under water, blend in with the environment. Also it could be a characteristic of a certain class instead of just jumping they could not only jump higher then any other class but levitate for a brief period moving as they please above the party, possibly coming crashing down to damage enemies or gliding down.
Armor: I would love to see armor's with wings or more extensions, like the wings of Lich, tails, or bigger more extravagant dresses like Danika, even maybe floating headpieces that hover above your head. On the headpiece note it would be nice if all classes had headpieces that could be seen like the necro's facial scars, for example tattoos actually on the face for monks(some of the luxon npc monks are cool) ect..
Area Effect: I'm not sure if its possible but it would be really cool if there were an area where the light would flicker, almost like a strobe effect, and when it went dark so did your compass and you couldn't pinpoint and enemy, then the light returns briefly and everything is restored.
Companions: It would be great if there were a very wide variety of companions to choose from, not class related, that would level up with you. For some reason I would like my companion to be little almost like a mini that could grow with me.. I think any character should have only 1 though, that would make it much more personal rather then just another hero, and if you wanted to trade him in you could but your new companion would have to be leveled again. Also if you kept your companion for a long period of time it would get special rewards like new armors, a mini pet for the companion lol maybe they would age every 6 months? oh and I would definitely want to name my companion. and why not have our companion be able to come into town with us as a true companion?
and yes I am partial to ice, water and anything of that sort hehe these are just a few of my ideas --O Frost O File:O Frost O Sig.GIF 03:45, 6 May 2008 (UTC)
- Thats weird...almost every other MMORPGs have these suggestions, and if GW wants to be better, your right, they should have this....but For Wings, i say, it should be like a very prestige guild cape upgrade, so that way guild members' have similar wings. And i would have to tend to agree with those Water Magic ideas, since Water Magic sucks, Lighting kinda sucks and Fire is the only OK one....-Body of Power
- It would be nice if an fire elemantalist could light trees and other elements in the area on fire, that would make the PvP a lot harder cause then a warrior won't be able to keep slashing an elemantalist forever cause that elemantalist has a ring of fire around him.
Differing Viewpoints - Take Into Account Before Posting
- ← moved to ArenaNet_talk:Guild_Wars_2_suggestions
Noticeable Soundtrack
I really think that in GW2 the soundtrack should be much louder and more noticeable in the game. Currently, it is just used as background music generally to prevent total silence while playing. A good piece of music, especially one that fits the location and stirs the emotions will make a HUGE affect on the gameplay, even though it is mostly irrelivant.--Neyon 18:49, 6 May 2008 (UTC)
you can go onto options to change the sound =)
actualy you should make a costomisable sound track where you can put in your own music
- If you want that, you can just play music in the background while playing. For example, I've had Golden Sun music playing on a different program while keeping the GW music levels lower, and just keeping sound effects high, to achieve the same essential effect. 71.31.149.63 08:16, 10 May 2008 (UTC)
- This is a good idea. Sometimes it seems silly when there's an intense, emotional event happening, but it's still the same Jeremy Soule "Duuuuun... dweedle dwoooooo"
Guild Bank
My idea is for a guild bank/vault. What I'm thinking of is a kind of guild chest thing that all members have access to and will be able to see how much gold the guild has to use on new things for the guild hall and have an option to donate gold to the guild bank. As well as a storage slots of items that the guild has donated and is up for sale that members can purchase and the funds to go to the guild. To regulate it the guild leader and a few chosen officers from the guild leader can access the money to use for guild purposes, officers can put items into the vault and set a gold amount on it so members can buy them and have the option of removing items as well. The chest would of course be located somewhere in the guild hall. May 06, 2008 Tog
- Thats a neat idea, I'd love to see more support for guilds. --Poison 16:58, 7 May 2008 (UTC)
- Nice idea, you could also have the guild bank in like a general spot, like in a major town.--Zole Thzarr 01:07, 9 May 2008 (UTC)
Hi, well yes, maybe a good idea, but i would not have that as money, and to buy upgrades for hall, i would make it be tokens, you buy tokens with, money, so 1 token can cost 1k for example, i say the token system, cos i would not trust my officers to have access to gold, they might take it and leave guild, but the leader on ignore, like in gw1 you make someone officer and a week later they kick all 80 members out of the guild then leave your guild, they put the leader on ignore, which there is not contol over that, officers should only be allowed to kick 1 or 2 people a day, like when you go to a cash machine you can only take out a max of 50 pound a day, this prevents abuse, especially if someone had stolen your credit card. And also they should make it cost 50g to kick someone out, this also puts of mindless children from kicking all your members out of you guild for fun. i would make it so if you was going to add a merchant in the guild hall, you did not use like direct 100k of money, you would buy tokens, and the tokens would be in the guild bank, these tokens cannot be swoped with other guild neither, when you have enough tokens for an upgrade, you then purchase this item through the bank, but other members and officers can buy the tokens, it would be nice it it would tell you who did it in a log on the bank records, although they only store the last 4 days of transactions
Thats why i said select officers, i say another interesting idea is to have two ranks of officers higher rank and lower rank, the higher rank gets a couple more privileges like to use this. Tog
- I have an idea that might work really well, imo anyway, lol. Instead of it costing cash to purchase NPC's for a guildhall, why not make it so the more money you spend in your guild hall the more "tokens" your guild has to purchase the extras. For Example: For every 100g you spend in your GH, your guild is awarded a token, which the guild leader can only put toward the purchase of extras for your GH. Or say you would like to have a skill trainer in your GH, but someone else would like to have the Festival Hats guy, you could put your tokens toward what you want and when the guild has finally put enough into it you can have access to it. This could work for a lot of things to customize your GH, perhaps you could use tokens to purchase extra slots in Storage for you guild, or perhaps you could purchase items to decorate your GH, I'm not a big fan of the house idea, but perhaps this would satisfy those who are. And since tokens can only be used in your own GH, if you decide to leave, any unused tokens that you've accumulated would get transfered to the Guild Leader. I think this idea has a ton of potential, and could really make having a GH that much more enjoyable. chevy
- Upgrades and Weapons donated by Guild Members other than yourself are customised for use by you while you are a guild member and they are deleted from your account at the end of your membership. The kicked/Abandoning user is warned before the change takes effect. The next login disables unsellable upgrades, if armour then a basic armour piece with non-guild gear moved to the next inventory space or temporary inventory spaces that the end of missions get.
- If the fee for rejoining the guild is paid, you regain access, If you don't in 90 days then it is deleted from your account as guild gear cannot be transferred to non-guild members. You should pay 2 platinum for loss of Officer Status if you are kicked from the guild, 1 platinum if demoted to standard member by vote system and you wish to regain promotion other officers approval, 500g for standard membership if you are a member who was kicked from the guild. There should be no benefit to officers kicking members.
- All officers should be made part of guild decisions such as mandatory election for leadership which is automatically lost if not online for 60 days and votes for leadership is collected after a 30 day period of inactivity or a mutiny vote, visible at login. The game can auto-designate if the vote is tied. Leaders do not pay for promotion from or demotion to officer status.
- Guild Halls should be rented through fame/finances. Guild hall initial price should be capped to 5 platinum in poor towns, 10 platinum in major cities.
- City defences vs dragon attacks can be improved by the presence of Higher level guilds or many poor guilds in a city working together. rent will need to be proportional to allow new guilds to get on the ladder and high level guilds not to be fleeced by paying for inactive members. 500g and 1 platinum months for poor cities and 1 platinum/ 2 platinum months for rich areas, guild leaders are responsible for guild finances.
- Poor Cities cost less to rent monthly.
- Guild hall merchants can offer 0 - 10% cost reduction to global prices for members if the hall is in a poor city, 10 - 20% reduction if in a rich city.
- Guilds that don't pay their fees can sell guild hall upgrades before being forced to relocate the guild hall to a poor city and then altogether. They lose prestige traders first (Armourers and Rare Material Traders) but the minimum number of standard traders cannot be sold outside of a poor city. To get out of a poor city all traders must be recruited.
- Guilds based in rich cities can access elite areas, missions relatively cheaply.
- Guilds without halls can use the Order of Whispers to conduct guild business. --Don Knowall 20:05, 18 May 2008 (UTC)
- Upgrades and Weapons donated by Guild Members other than yourself are customised for use by you while you are a guild member and they are deleted from your account at the end of your membership. The kicked/Abandoning user is warned before the change takes effect. The next login disables unsellable upgrades, if armour then a basic armour piece with non-guild gear moved to the next inventory space or temporary inventory spaces that the end of missions get.
Hmm... I would loved to have a Guild Treasury or a Bank, but it sounds like it would add complexity. Possibly make such a thing only accessible to players that have been in the guild a month and have withdrawal restrictions. Another option would be to require repayment before that player can leave the guild (but that creates a kicking issue), so probably some sort of system where a percentage of your earnings is garnished until you pay it off (repossession wouldn't work - what if they bought, say, consumables?). Donors could possibly earn interest and new players get better armor or equipment than they could otherwise afford (but a gold cap based on level would keep the repayment realistic) creating incentive on both sides. A guild owned equipment stash would be neat, too (maybe usable for a session or something). Falseprophet 22:43, 28 May 2008 (UTC)
This idea is good, but I have a question, can you take out money or does it go straight to the guild? But if they do add this feature they would have to maybe add more stuff you could add to the Guild Hall....Artemis 23:00, 1 June 2008 (UTC)
More in game representation of guilds and titles
I'd like to see more than just capes to represent a guild. Perhaps the emblem can be tattooed onto a character, or placed as a patch-- and perhaps titles could have more noticeable, in game representation, such as a patch with a symbol and a certain number of 'marks' or a border for what level you've completed it. For example, the Sunspear symbol with three marks if you've reached sunspear title 3. Or, if you're a leader of a guild, have a patch with the guild's symbol and a gold border to represent you're the leader. --Poison 16:08, 7 May 2008 (UTC)
- Depending on what you mean by a "patch", it could be nerdy or cool. What I mean by nerdy is that like having a patch on your armor would just not be right. What should happen though is have like a window that you could pull up for the charracter's info. While in that windo have tabs for like the discription of the armor, what achievments they have, info on their pet (if they have one), ect.--Zole Thzarr 01:05, 9 May 2008 (UTC)
Houses/Villages/ETC...
Somebody might have this somewhere, it might even be me, but I got some ideas on Houses/Villages. I'd like to have like Player Villages or something like that. Like Guild Halls, but more PLAYER friendly. Like you could pick to join a village, make a village with friends, or make a stand alone house for your charracter. The house could have everything a Guild Hall has and more. For Example, like a House Bank, seperate from all the other banks in the GW univirse. You could have like a armor merchant selling the armors that you have already gotten or unlocked on other Charracters. You could possibly have a store of your own. With Villages, they could be something like a Guild but not a Guild XD. Like they would have the social capplebillity like a Guild or Alliance dose. They could help you on a mission, like bring up the "Village Menue" and click on your name and instantly travle to you. Be like a giant comunity. Just some thoughts :D --Zole Thzarr 21:29, 7 May 2008 (UTC)
I agree it's a good idea i think but what about making houses accaount bind or what it's called sp that all our chars could go in same house.... OR might make one for every one of you're chars that's class bound so that ranger houses could look very natural while necromancer house would look kinda dead Hungub 14:39, 8 May 2008 (UTC)
- Sweet idea on the player bassed housing hungub, but then it would take up a WHOLE lot of memory. Like lets just say one house is 1 gig (I don't know how much it realy would take up, just an example), then lets say you have 10 characters--each with a house. You're up to 10 gig. Then lets say EVERYONE has 10 characters with a house, just for an example there are 1 million players in a world XD. You're up to 10,000,000 gig. You would have lag all over the mountains and through the vallys. Thats just an example, I could be exagerating so lets just say it takes up a lot of space. Great idea though, I would like that to happen. With the scene thing like dead like or nature like, you would have a choice on what you want, it dosn't have to be class bound, it would kind of be ristricting if it was. But character bassed housing... Nice idea--Zole Thzarr 22:08, 8 May 2008 (UTC)
- Thats hdd space on the server you mean instead of memory and someone has to pay and afford that including multiple backups and replication. As for lag wouldn't lag at all as the only thing in the memory is what you are viewing at a current time as memory gets unloaded when you leave a area. 122.109.43.82 05:32, 10 May 2008 (UTC)
- That much space would hardly be required. you could take 16 different houses with 16 different color schemes, 32 different locations for 128 different things(trophies for example). that would require less than 256b of data for each house.256b * 10(characters per account) * 1000000(number of accounts on the server) =about 2.3Gb in the worst case. The server would just tell the client to load the meshes and textures from GW.dat, just like it's done now.
- Hey Dude that is an awsome idea I wish I thoght of it!!!! :) that would be the coolest thing!Goin' On Mission 04:07, 23 May 2008 (UTC)
- That much space would hardly be required. you could take 16 different houses with 16 different color schemes, 32 different locations for 128 different things(trophies for example). that would require less than 256b of data for each house.256b * 10(characters per account) * 1000000(number of accounts on the server) =about 2.3Gb in the worst case. The server would just tell the client to load the meshes and textures from GW.dat, just like it's done now.
- Thats hdd space on the server you mean instead of memory and someone has to pay and afford that including multiple backups and replication. As for lag wouldn't lag at all as the only thing in the memory is what you are viewing at a current time as memory gets unloaded when you leave a area. 122.109.43.82 05:32, 10 May 2008 (UTC)
PASSWORD PROTECTED STORAGE for GW1 and GW2
They need to pasword protect our in game storage so if our account gets hacked they cant access our storage and take everything. Lots of accounts being hacked lately and Anet has no answers. Once your hacked you never see your stuff again. And dont make it a type out password make it like a series of pics you click so if you have some kind of keystroke saving spyware on your comp they cant see what your pic combo password is.
- There is no such thing as hacked acount. Malicious users dont acess others account thru a bug on the anet's server. They gain acess by keyloging one's password. The storage password would be loged in the exact same way. DO NOT INSTALL CRAPWARE! If you run 3th party software to help you farm or win then YOUR OWN GREED bite you back. Take this as the lesson of the day. --Bob 23:44, 7 May 2008 (UTC)
- And the more obvious: do NOT give anyone your account password. Not to ANYONE (that includes girlfriends, siblings, FBI, etc.). Not EVER. → BROWNSPANK 04:48, 8 May 2008 (UTC)
- Bah what is this with ever increasing number suggestions taken directly from Runescape. With GW you have account name and password that has nothing to do with ANY ingame names (unless off course one is stupid enough to make ingame names exactly like account names), so there is no way some one will know your acount name just by looking at you or is it possible to guess strong password. Thus if you do Not try to Cheat your way to something downloading third party trojans/keylogers willingly giving up your accounts etc... You will never get hacked. Besides, who said there were more accounts hacked recently? Biz 06:18, 8 May 2008 (UTC)
If your account installs 3rd party software, then it is their fault, don't make this bullshit like Runescape does, because children cry that their items get stolen because of their greed --77.96.222.63 19:41, 20 May 2008 (UTC)
- I have given support before to players that state a concern about account- & character security. Even with a clean computer & client I am still horrified by the intentional hurtfull action from third-party's that operate in shadow-code like cookies, images & vid's that are free to watch while online. Keyloggers can be downloaded without any intention to do so.
- The standard "do not cheat or download anything" is imho a very negative approach to the concerns people state here. The questions left here by players are about "Lets-protect-our-efforts-made-in-this-incredible-game" with anykind of additional security Anet & NCSoft are able to provide. This could be embedded in the client only manageble by the player itself.
- I myself do agree with the basic question for additional character security. Although difficult maybe to provide a final solution to account-security I still request a serious debate for the possibility to provide it. -- Silverleaf 07:14, 8 May 2008 (UTC)
- Being safe isn't being negative. You run the risk of getting keyloggers if you suck at the internet. Browsing with IE, downloading porn/illegal songs/cracked games/game mods, and opening spam emails are all excellent ways to get keyloggers and other unwanted BS. Chances are, if you don't do any of that, you're pretty well off. Unfortunately, most people still use IE, simply because it comes with their computer and they don't know any better.
- If you have a clean computer, there's not a whole bunch anyone can do to be "hurtfull." Keyloggers require you to download something; if you have any kind of a firewall program, that download won't ever happen automatically. You will be notified that something is trying to access your computer and you can simply tell it not to. Running additional programs to keep your computer clean (stuff like adaware and spybot) will keep most things at bay if they manage to get through in the first place.
- You're always at risk of having your computer cracked, but you run that risk simply by connecting your computer to the internet. To be honest, the best way to keep information safe is to keep it on an offline PC. Write all sensitive documents there, keep all personal files there, and never ever plug that PC into a modem or connect it to your router. On a separate computer, do all your internet stuff; gaming, email, whatever. If all you have on a PC is a bunch of games, hackers and other malicious third parties will have little to no interest in you. Remember, they aren't looking for your Guild Wars password, they're looking for credit card numbers, email passwords, and other personal information; if all they find are online video game passwords, they'll lose interest quick.
- Character security already exists. It's called an account password. If someone keylogs your account password, they're going to keylog your "storage password" just as easily; and seeing as it just serves as an additional unnecessary step everyone has to endure (much like airport security), it's an idea that should not be implemented. ArenaNet already explicitly states that, since they don't make or regulate third-party programs, they can't guarantee your safety if you use them. Barring ANet taking control of the client-modding scene, they will continue to hold the same stance; use at your own risk.
- While Guild Wars is a game, the internet isn't. Not everyone is a friendly carebear looking out for your safety. You have to be responsible. Being unsafe is just asking for someone to take advantage of you; and on the internet, if you're gullible and trusting, very few people are going to care once you've been gypped. -Auron 08:46, 8 May 2008 (UTC)
- A well argumented responce. Thank you Auron. But I am not that gullible and trusting to agree with "they aren't looking for your Guild Wars password". All players ask for is a debate (not here) and a final responce to the request for an additional security options. -- Silverleaf 09:24, 8 May 2008 (UTC)
- I myself do agree with the basic question for additional character security. Although difficult maybe to provide a final solution to account-security I still request a serious debate for the possibility to provide it. -- Silverleaf 07:14, 8 May 2008 (UTC)
i think the best way to solve this is by making it so when you log in it not only checks your password and username also the location, hostname on internet, if this is differnt, then login can fail, and in order to correct this an e-mail will be sent to your email account saying you game has been temporary locked, due to you attempting to log on to the game from a different location, then say in e-mail if you think that you have not been attempting to log in from another location then click this link to reset your password, then you can log on from the normal location that your log in from before, then if this keeps happening, anet can take action against the other person that has your identity, i also would like it so that you can do what business do, they us a encypted key that is put into a memory slot, like a sim card in a phone, on this key there is a unigue 256 bit code, that is encrypted with the program, you still have to login in, but this method, is safer, cos it cannot be easily decrypted the code, and this key you get it with the game, but you may have to send a registration form to anet with all your details then they issue you with this key. The key can be used for years to access the game content
- There has got to be ways around keyloggers. Arranging a set of 8 skills from a pool of all existing skills to unlock Storage would be hard to crack and you wouldn't be typing anything out. Can they log what skill you pick too?
- This one is also a fail instead of keyloggers this would be a packet logger that logs your client to server packets and with skill these can be deciphered as each skill in each combo would be a different packet for each combo but always the same packet always recurring in the same location.122.109.43.82 10:17, 16 May 2008 (UTC)
- There has got to be ways around keyloggers. Arranging a set of 8 skills from a pool of all existing skills to unlock Storage would be hard to crack and you wouldn't be typing anything out. Can they log what skill you pick too?
i think they should update the password changer!!!!--Gar the tank 22:11, 2 June 2008 (UTC)
clarification
is the hall of monuments going to differentiate between different ranked account titles if they are above the minimum requirement? because if rank 8 hero yields the same reward as rank 13 hero in gw2 then many people are going to be upset because their hard work will have been for nothing. i was just wondering if the rewards would be different for different ranks since it only seems to register the minimum
prevent chat lines with certain words from appearing
you should be able to prevent chat lines with certain words from appearing. The list with those words should be customizable, preferably in game and saved in a .txt file in the GW folder. this might be useful in GW1 too, you could put those annoying goldseller website names in it, or the word "ursan"... --Hachnslay 11:26, 8 May 2008 (UTC)
- I agree, this could be a very convenient feature, but you could just turn off the chat too... The Cabal Stalk Me! 19:46, 8 May 2008 (UTC)
- Id like to see the opposite where only chat lines with certain words appear, really useful when it comes to trades IMO. Biz 20:50, 8 May 2008 (UTC)
- I'd like to see them expand the Party Search Panel idea, make it so you have more room to type out your item description, this would further reduce the amount of spam in chat, you could possibly even remove the trade channel, and make it so you can only sell stuff in the Party Search Panel and ban anyone trying to sell in other chats. chevy
- Id like to see the opposite where only chat lines with certain words appear, really useful when it comes to trades IMO. Biz 20:50, 8 May 2008 (UTC)
This is a bad idea, Guildwars will end up like runescape if they do that, besides they will exploit the system and then gw will block even more... and before you know it you cant talk to your friends without ************ spam in chat, just like runescape.
Chase Payne 04:07, 14 July 2008 (UTC)
Species Related Professions
Example: Asuran's should have a Profession that allows them to create golems or great machines but Humans, Charr, ect can't do so. Treesbyty 11:31, 8 May 2008 (UTC)
- Nice idea, but you would have to get the Humans, Charr, ect something to balance them so it's a fair fight like in PvP. Great idea--Zole Thzarr 22:12, 8 May 2008 (UTC)
Hmm, I like that idea. The Golems for the Asurans, Charr could have something firey going on, the Norn can turn into bears of corse, Humans could have... something else, and I'm not too sure about the Sylvari at all. But it would definately make it more interesting to play different races. The only problem i could see is that certain Races could become more/less powerful because of this. --Waggie 21:19, 14 May 2008 (UTC)
Maybe they could follow a more pet-taming sort of thing, so asura don't have hordes of golems and maybe sylvari could have little walking trees like ibogas or something. --Guest 12:22, 18 May 2008(GMT)
- I'm all for this, as long as there is some way to allow users that meet certain criteria to use all professions. Be it through a GW1 HoM transfer, the CE of the game or some other way. I am personally quite proud that I have a large number of skills from all professions. --Kairu 06:20, 28 May 2008 (UTC)
Maybe sylvari could have a tame nature proffession you know how necros can bring dead corpes back to life as little minions for a while well sylvari could bring shrubs and trees to life as minions when time runs out they walk back to their original place
I know this might sound like WoW a bit (by the way I hate WoW) Mabey the Sylcari could turn into animals or some thing like, and actualy look like an animal insted of a lion the sise of a house
Dueling In GW
Im thing dueling is totali baad idea and it goes against the original guildwars though
in praction u will make some characters in dueling totali ower powered and others absolutli useles like mesmer agains monk whit total anti cast build or asasin vs mesmer whit no bloking it will make onli 1 thing and it is chaos. im thing the guildwars idea will be best to stay at least 4 v 4 where you reali can see who is good but in 1 v 1 u will see onli 1 thing who make beter build against the other it is like in wow im played for mage and some rogue come to me and go duel he invisilbe him w8 for me to turn aroun then he make me stun and kill in 5s then he start tellin every one im noob because he kiled me but in wow u never have any chance 1v1 vs rogue :) im thing this shut not hapen in GW.
PS : sorry for my english
- You do not favor the 1v1 concept currently available in GW and recommend that this kind of Player vs Player will not be available in GW2 if I understand correctly? -- Silverleaf 11:42, 8 May 2008 (UTC)
- I'd find 1v1, dueling, to be alot of fun. Especially in town, it would be fun to stand around and watch people fight, or perhaps have a 1v1 arena. People use scrimmage to do it anyway and its alot less fun that way. --Poison 16:24, 8 May 2008 (UTC)
- Just keep the scrimmage option, so you can 1v1, but without any set rewards or crap... Or ofcourse not 1v1 if you dont want to. --Vipermagi 23:31, 8 May 2008 (UTC)
- i have proven time and again any profession is capeable of deafeating another in 1v1 i use it as part of my creation process of builds to learn where weakness is and strengths to better set up larger groups
I'll support the idea of being able to see duels in the middle of a town
Weapons and Armor Wear out.
Go get the pitchforks and the torches. this is gonna be heresy
- I suggest that Armor does wear out, and weapons do become less effective unless maintained. Weapons get damaged as they are used and abused in combat, Armor is protecting the Character from damage. i for one don't mind spending a reasonable amount, 10% of the value of an item, for repair refurbish
- First the weapon color can dictate the durability. White-Blue-Purple-Gold-Green from least durable to indestructible. Same with armor, higher value= more durability. Right now a purple weapon with the same stats as a gold or green only has a different color and perceived value due to rarity. This idea would also give them and intrinsic reason for having a greater value. Greens simply last longer than purples or blues. I have to use the current game to illustrate this, so i know the locations are not going to match GW2. Prestige armor from endgames (green) could be almost indestructible and require a return to the location of origin to repair. Yes you would have to run the mission again. Lesser prestige armor, Norn armor (gold), could require the same. but It's only a map click away. Droks armor would be gold, LA armor purple, Yaks Bend is blue... you get the idea...
- The more wear, the more the cost. so if you let a piece go too long it's gonna cost you. This could also be accompanied by the previous suggestions of armor skins reflecting use and abuse by combat. This would serve as a visual reminder, and would alert the buyer in trade that the weapon needs more $$ to bring it up to snuff. Or a warning like the trade warning about dedicated minis. it would diversify the economy, making a battered q9 Fellblade, less valuable fill in the gap between high end drops and the rest of the 2k golds.
- AND LET US TRADE ARMOR, really. We can trade max weapons to lvl 4 chars, why not armor? Cause it will give them an Unfair Advantage? Please, my level 6 Necro is blasting around Post-Searing Ascalon with a Deldrimore Blood Staff. If you cant stop that, why bother with Armor? Let's assume that you can sell armor for a second. With the upkeep costs mentioned above, it would be costly for a newb, but after you finish a campaign, you can afford to drop your bux into Xulani storage and take it out with the new char anyway. You could set up a fee to have a set of Max Armor customized to make it fit you. But make the "custom-fit-fee" high enough to keep it more leet. Right now armor is not tied to level and a runner can get a new char much better armor anyway. I don't like that. But if you cant fix it, make it legit. If the cost for crafting is x, then the cost for "custom-fit-fee" is x/2 on top of the crafting cost. That makes the cost for a set of Norn for my low lvl necro something like 1.5 time the cost, including the price (merchant buy price) of the materials. You have to buy the armor and once you sell it it cost even more to get it fitted to your low level character. so if i wanted that Prestige armor for my other character my Norn Armor would cost75k plus the materials plus half again as many additional materials for refitting. More for change of Profession? up to 1.75 times the cost to buy move trade and customize a max armor for your Lvl 6 necro. Yes make it possible and costly.
- With a persistent map, you still have the possibility of abuse, perhaps more so depending on where and how the limited instances are handled.
- Some people will consider even the most minor upkeep too much effort and a threat to gameplay. Sorry, if that will make the game unplayable and too realistic. But it would also open a market of worn gold weapons and maybe spread out some of the economic disparity between perfect golds and practically valueless greens.
- For those who scream WoW, i have never played that game. and probably wont. I am not looking for realism. The point for me is immersion in the game. And "Everlasting Gobstopper" weapons and armor are one area that could be improved. In My Asinine Opinion 16:48, 8 May 2008 (UTC) (Monkenstien) 129.19.92.139 17:01, 8 May 2008 (UTC)
- Pitchforks and torches? Sorry, all I got for you is two cents.
- Ok, so you haven't played WoW. Doesn't make the suggestion a good idea. I have: started on Guild Wars, moved to WoW for a little bit while I had friends there, and moved back to Guild Wars recently after my friends left WoW. I've experienced durability and it mostly... well to keep my language clean let us just say it isn't good. What you suggest is only slightly better because it makes it so that higher class items wear down slower then lower class items.
- Armor and weapon durability is a gold sink at its worst. MMOs always appear to be trying to find more ways to take the game currency out of the game. There's a good reason for that, but durability takes it out at ALL levels of the game, and not just the high tier where huge vaults of gold should be a concern.
- At its best, it's a substitute for Death Penalty. Logically, one of the uses of Death Penalty is to force you back to an outpost after a huge chain of losses. "We just wiped four times against this guy, and we're all at 60%DP. Lets head back to town and rework our gameplan and skill bars." Durability does the same thing, only it... well it's worse. "We just wiped five times against this guy and most of durability is in the red. Let's head back to town to repair and rework our gameplan." Wipes are wasted effort, and wasted effort in and of itself should be it's only penalty. We don't need to put a price tag to it.
- Besides, I honestly don't want to have Guild Wars 2 be a game where I have to pay 6 platinum at the end of the day just because I had a series of bad PUGs.--Ryan Galen 18:51, 8 May 2008 (UTC)
Thanks for the spare change...I see what you are saying, and i completely agree. I would not suggest that it be as "short term" or easily acquired as DP. More like... after 200,000 points of damage accumulated for low end armors, and/or weapons, after 1,000,000+ for higher end. Give you at least five quests before any need shows up. And even then do not (of necessity) drop the effectiveness of the item like DP does. More of a long term maintenance issue and less short term accumulation of damage. Perhaps i should frame it as a way to introduce battered and splattered weapon and armor skins mentioned in earlier posts. There could even be levels of decrepitude, from perfect to "how does that thing stay together'. and hey if someone wants to look like they crawled out from under Glint with little animated flies hovering over their beat up armor.. More power to them.
I agree that it could become a sink hole of gold, and it would need to tread the fine line between giving players that immersion, and taking away from the playability. The illusion of realism , not realism itself. That's what the game is after in most design aspects. I think wear and tear ads a dimension in character armor and weapons, and in the potential drops from bosses. Could a q9 pristine purple cleaver be worth more than a gold if it needed some major $$ to refurbish (put the gold skin to pristine)? Ok, maybe not. But you might not mind having a few "been there/done that" notches in your favorite Tattooed Scimitar. Especially if they display in towns/outposts. I agree, this could be a slippery slope, and i can imagine how crappy it could turn out. But given the way GW1 is happening, i figure the DEVs can see the negative potential better than I. (Monkenstien)
- As you said before that you haven't played WoW I suggest that you do and find out how annoying doing that sort of stuff is really annoying. So in short, no. And don't tell me it would add a more realistic edge to the game. As it is right now, it's not any where close to being realistic. (Seriously, Huge giant people turning into bears, little mini-people creating huge magical machines, etc.) The Cabal Stalk Me! 19:39, 8 May 2008 (UTC)
- It worked well in Fire Emblem ^_^ But probably wouldn't work as well here. 71.31.149.63 19:45, 8 May 2008 (UTC)
- How about suggesting something meaningful that will actually improve the gameplay? We are talking GW here, game where you don't even have item based skills. Never mind the fact that decay of weapons and armor will hit hardest Tanks who go trough incredible ammount of damage in any situation while not effecting casters at all, this will lead to a hell lot of puny casters and no tanks, no one will be willing to lose money by protecting others from taking damage, lack of cooperation is VERY good idea in a game where you are forced to cooperate. If I want battered armor Ill go change the texture, I do not want to be paying 100k every time I wish to repair my Obsidian Armor.
- Armor is Customized for a reason, first of all its a quick and easy way of making sure there will be no monks running around in warrior armor, second if you do not customize armor then there is nothing that stops people from buying one set and using it on all of their characters. Unrepaired items will be worth same as repaired items minus the cost of repair, if the cost of repair for some reason is more then cost of actual item no one will ever repair one, people will just be running around with expendable items they trow away or sell to merchant when they are decayed, this will also diminish the market for cheap items just like now. Biz 20:27, 8 May 2008 (UTC)
- It worked well in Fire Emblem ^_^ But probably wouldn't work as well here. 71.31.149.63 19:45, 8 May 2008 (UTC)
I agree that Monks with warrior armor would unbalance gameplay. No argument there. My thought was that they would have to customize the armor to their own class hence the costly fees to transfer and additional materials. You would have to pay a crafter to re-craft the new armor. Trade yes, but then you would have to craft it for your class and person. I have played older games that did require upkeep, they were a small part of the game and as you will notice,If you read the post, i didn't suggest such an HUGE fee (100K = ridiculous) for repair. Tanks taking the financial brunt of this... excellent point. Though i think that a warriors armor would logically and (for balance purposes) be more durable and better suited to withstand more damage than an ele, or necr armor for example. It could be balanced to avoid that issue. though that point make me reconsider things. As stated very well in another thread just because WoW does something poorly does not mean that it has to be done badly by everyone after and forever, (not a direct quote, but the point is the same). As stated many time READ THE POST. I said immersion, Not Realism. Immersion is what people confuse with realism. You expect it along with the rest of us, to a greater or lesser degree, otherwise we would not bother with skins. We could just pilot little 2d squares from one point to another and do away with graphics and storyline altogether. Your opinions may differ from mine and others based on a poorly executed WoW experience. GW2 could be exctly the same as GW1 if new ideas are not cosidered. Each change that enriches someone's enjoyment of the game is a valuable contribution.
- Why must we keep saying WoW this is whats fresh in everyones minds? it has been a staple of many games but more noteable why dont we name the company Blizzard.. they just carried that from one game to another.. stop jumping up and down on a specific game .. there are hundreds out there and most do use some sort of degeneration. i am getting tired of reading about other games what they are, or are not doing ......
HOW ABOUT ARMOR INSPECTION? i want to see what everyone else is rune-ing, its such a simple thing to do... why doesnt gw 1 have it, dumbest thing ever- dark brody
- I suggest characters can become fully nude but only by wearing the same armor and letting it be eaten off over the course of the entire year. That way it'll be a true birthday suit.
- ur insane! i am NOT playing a porni game, and i do NOT want my armor OR weapons to wear out
- Come on, at least let us choose different sets of lingerie :P - Elder Angelus 16:36, 10 June 2008 (UTC)
- ur insane! i am NOT playing a porni game, and i do NOT want my armor OR weapons to wear out
Training Schools in GW2
Magic/Melee,etc... schools where chars can go to classes and learn new skills for each successfully completed tasks. Schools should have NPC teachers and classrooms even dorms for people to hand out (or divided into groups). Maybe even create the tower in the higher levels of GW2 (since there will be a level cap). It would be very interesting if it had nice concept... of course I'll leave up to Anet to design it since I have no idea what GW2 is going to look like (Will we have one character where we'll be able to fight and cast spells like some MMORPGs or the same concept in GW1). Cheers!
- What? A school? Harry Potter much? Biz 19:29, 8 May 2008 (UTC)
- i love harry potter
- Perhaps not a school to learn new skills entirely, but instead have it train you in strategy and how to use a skill and advanced skill usage. This way, it is no additional grind to gain a skill, but there is training available to show you how to become a better player along with ideas we would never have thought of on our own. --Elven Chaos 22:14, 8 May 2008 (UTC)
- Isn't that called a turturial Quest or something? Don't we already have that in the bigining of Guild Wars 1? I mean it teaches us how to play the game, then you learn the skills throughout the game. Then read the discription of the skill... Sounds a little Runescapey--Zole Thzarr 22:19, 8 May 2008 (UTC)
- It would probably be more like they teach you how to kite, game mechanics, conditions, snaring, watching the battle instead of the skills/party panel. That would be kinda cool, to have three possible target, one interrupt skill with a 3 second recharge, one at a time they cast and you have to continously interrupt them.--The Gates Assassin 23:07, 8 May 2008 (UTC)
- I guess if it's like that, something like teaching you a profession like leather working or smithing, be kinda nice to have that.--Zole Thzarr 01:01, 9 May 2008 (UTC)
- It would probably be more like they teach you how to kite, game mechanics, conditions, snaring, watching the battle instead of the skills/party panel. That would be kinda cool, to have three possible target, one interrupt skill with a 3 second recharge, one at a time they cast and you have to continously interrupt them.--The Gates Assassin 23:07, 8 May 2008 (UTC)
- Isn't that called a turturial Quest or something? Don't we already have that in the bigining of Guild Wars 1? I mean it teaches us how to play the game, then you learn the skills throughout the game. Then read the discription of the skill... Sounds a little Runescapey--Zole Thzarr 22:19, 8 May 2008 (UTC)
This idea was used in one of the Might and Magics. It was like you paid a fee to be trained in a prof and you would become more efficient in it.--The preceding unsigned comment was added by User:204.69.4.81 (talk).
good ideas but i would say it would be better if u choose to go there for your profession such as warrior you can learn to become a berserker warrior or tank like u cna also go for quick it would also beable to lvl you agility strength and defense or change a mage into a battle mage with liek enchanted armor over robes were yes he is strong in magic yet he canb use warrior skills and with added protection since he had better armor and stonger attcks
Pets
I personally think that pets need improvement. I love the idea but there isn’t very much customization. I think it would improve the system if you were able to give pet’s armor (Or have an armor system like heroes). Having multiple pets no more than 3 (Obviously only using one at a time). Also some pet personal skill slots would help even if they only have 3 or 4 (But still have charm animal and comfort animal on your skill bar) since pets are a huge help if they have pet skills but you sometimes spend most skill slots on pet skills and not enough on normal skills therefore you die. It would also be better if there were some cooler and bigger pets to capture such as Dragons, Wyverns, Griffons and Raptors. Well there’s my ideas hope they helped.
- ((first time poster)) I think that most of the pets are good but they would need more animals that go with the environments. For example, if there was a forest/plain area in the game, you could charm a bunny (or rabbit) or if there was a snowy area, then you could charm a penguin (how awesome would that be?!). Also, i think that there should be some place where you can store and exchange your pets, so u dont have to recharm them. Also, you could get two opposite sexed animals, and they could breed, and you could get a different animal. For example-- a bunny + a penguin = a bunguin! Hope these ideas helped! sportspro1995 11:39, 8 May 2008 (UTC)
- Pets are there as 500 health meat bags with 80 armor that do Not get DP in PvE thats like having a paragon running around with an axe, to get that u need to give up one or two skill slots. If pets would have skill slots of their own there will be little disadvantage in taking the pet in the first place so it all will become a little bit 2good. Still there will be a companion system of witch we have no information other then you will have a buff if you do not take one. Biz 07:00, 9 May 2008 (UTC)
- According to the first official article on Guild Wars 2 (the one in PC Gamer about a year back), they are (or at least were) planning on making pets count as companions (GW2's equivalent of heroes), if they go through with that plan then it would make sense to give pets equipment and their own skill bars. -- Gordon Ecker 07:46, 9 May 2008 (UTC)
- Wow man don't you know what pet means...? A pet is an animal that isn't 10 feet tall. What you want is to have monsters but not pets. For that they would become more like mounts..
- That’s not what I said that all I wanted to have pets that were cooler and bigger, by bigger I didn’t mean 10 feet tall I just think that most pets are really small such as the tiger and I also Hate the idea of having mounts in Guild Wars. But your also right that it is probably unfair to have pets with there own skill bar.
- Of coures I know what a pet is, however I misattributed the source for the information about pets in GW1 being companions. The correct source is this article on the official English-language European Guild Wars website. -- Gordon Ecker 03:34, 10 May 2008 (UTC)
- That’s not what I said that all I wanted to have pets that were cooler and bigger, by bigger I didn’t mean 10 feet tall I just think that most pets are really small such as the tiger and I also Hate the idea of having mounts in Guild Wars. But your also right that it is probably unfair to have pets with there own skill bar.
- Wow man don't you know what pet means...? A pet is an animal that isn't 10 feet tall. What you want is to have monsters but not pets. For that they would become more like mounts..
- According to the first official article on Guild Wars 2 (the one in PC Gamer about a year back), they are (or at least were) planning on making pets count as companions (GW2's equivalent of heroes), if they go through with that plan then it would make sense to give pets equipment and their own skill bars. -- Gordon Ecker 07:46, 9 May 2008 (UTC)
- Pets are there as 500 health meat bags with 80 armor that do Not get DP in PvE thats like having a paragon running around with an axe, to get that u need to give up one or two skill slots. If pets would have skill slots of their own there will be little disadvantage in taking the pet in the first place so it all will become a little bit 2good. Still there will be a companion system of witch we have no information other then you will have a buff if you do not take one. Biz 07:00, 9 May 2008 (UTC)
Here's an idea thats never been done before on MMORPG.
You complete a mission from an animal charmer NPC (say at level ten) to rescue and escaped valuable animal and receive the CHOICE of sevaral pets to choose from.
These pets grow and develop in accordance with your level/ability and become mounts at a certain level once they've grown big enough to carry your weight (say level 50).
Ideas of mounts: Worms, snakes, bears, scorpions, horses, whatever (land animals only)...
Now at this level if you have enough cash to speak to the animal charmer again you can buy an already charmed animal that can fly, swim, walk - one of each category of your choice to help in diff missions/farming, you choose whichever one you want to use before you leave town where your pets are kept in stables.
This way you grow up with the animal and it becomes part of you (soulbound), rather than a crappy mini thing that tbh nobody cares about in outposts.
Options to update your animal and dress accordingly is optional but of no extra statistical ability, except the run/swim/fly 25% faster attribute gained by riding a mount.
I love my pet. I also love the new and unique idea above, it's simply awesome. I believe I said something about having bird pets as aerial scouts in a different pet article, and the pet-mount idea too. If pets were more controllable, by skills that let you see through your pet's eyes and monitor enemies, they would no longer be uncared for. They would be honored and LOVED. The obvious problem with high-utility pets is 1.that everyone will want them, and 2. That species like charr might have to get a more fierce-some wolf to support their weight, as I personally plan on becoming a Charr ranger-character when GW2 comes out. 70.144.79.213 21:02, 14 May 2008 (UTC)The Whispering Pine
I'm not too direly worried about the pet system [although a stable of some sort that lets you house multiple pets or the concept of pet armor would be amazing], but I really, really want to see a red panda [also known as a lesser panda] as a charmable pet. Pandas were removed at the last second earlier, but I don't want to beat a dead horse [or panda, in this case] by demanding they be re-added. But a red panda would fairly satiate the panda-lovers and still introduce a relatively obscure, but adorably original animal.
I really think that we need to be able to have more than one pet. We already badly need a stable systme in GW1 and we defentially need one in GW2. Also I like the idea of having more than one pet out at a time and to balance it, the more pets you have out the weaker they are that way you don't have to worry about getting some over powered ranger.
Can we become our pets? Like take control of them to pull, tank, and just fool around with?
i was thinking about this erlier and i was thinking about Eragon the book (as well as its sequal) i think that the pet owner and the pet should have some kind of communication so that the pet could make suggestions to the player such as Navi in zelda orcarina of time for the N64 but not as annoying lol~RedRabbit
Ancestors for GW2
Having the possibility to create a character thas is the grandson of your old guildwars character.
- They have this, its the Hall of Monuments. What ever the past GW1 character has done is in the HoM. --The Cyphero 00:36, 9 May 2008 (UTC)
- Yes, my prophecies character really wants an Asura grandkid. - Elder Angelus 16:39, 10 June 2008 (UTC)
Weapon idea: Whip
Hello everyone.
Just wanted to share my idea of a weapon for GW2 - a whip. Something mid-range - not really melee but not really far-reaching - with skills related to it, such as pulling the enemy towards you (think Pudge's Hook in DotA), a knockdown or a sort of disorientation (face whip).
If you like the idea/ have suggestions - please comment. --Atrum lucis 09:00, 9 May 2008 (UTC)
- Why don't use a whip and some sort of knife/dagger, pretty pointless to pull an enemy towards you if you don't have a secondary weapon... or kick it in the groin.
- what if its a women?
- lol! A whip is a GREAT idea.......im also thinkin throwing knives or darts (Forbidden Kingdom Movie) -Lu Sen
- It would likely work if they used a lot of similar moves to Ivy from Soul Calibur, without completely ripping off her character. - Quinn. 13:53, 9 may 2008.
- Forcing movement of other charachters based on your skills could create alot of potential for bugs based on where they would be moved. For example, hit a charachter slightly too close across a gap, and they may get stuck being pulled towards the gap, or pulled into places that the game may not allow escape from. Could work, but could also create alot of problems in a game like GW. 71.31.149.63 04:03, 10 May 2008 (UTC)
- That's a good point, I'd forgotten that GW2 would include the Z-axis. So problems would only really come up with instant deep drops or path bugs over low obstacles. As to the actual whip idea, why not have a whip as a kind of skill that functions similarly or an offhand weapon? That would make more sense to me, as whips would be rather impotent against any type of armor for actual damaging, but could create cool synergy and utility when used with a normal melee weapon. 71.31.149.63 19:56, 13 May 2008 (UTC)
- Really, sounds Hellgate London :) No, no, it's fine, rather nice. Maybe make a whip weapon - with real damage and so - and a skill like "harpin" to drag your foes? That doesn't really require whip in your hand but goes under "whip mastery" or whatever? Ratys 12:36, 14 May 2008 (UTC)
- well since whips cant do much physical damage, so how about they do massive condition-interupt-knockdown-slow down movement/attck. user: the ravfour 78
- I would actually think whips could do a lot of damage. The crack of a whip is a sonic boom. Ever been whipped by your friends towel in the locker room? Hurts like hell. It could also work as a utility like in the Indiana Jones movies. Laserblasto! 17:18, 17 May 2008 (UTC)
- Let's see... Condition (bleeding, dazing by "sonic boom") placement, movement control (dragging), physical interaction with world (IJ whip-whip!). Pretty of a nice weapon, eh? Now needs a profesion this would fall under. All original GW profs look very naturally in such world as Tyria (even Mesmer - typical actor, illusionist), but how this whip-guy will integrate? As a shepherd? Or as HoM&M5-style Shadow Witch? Ratys 20:34, 17 May 2008 (UTC)
- well actually i meant a whip hitting a warrior and his armur, it just doesnt look good. but i get ur point with adding espcial powers to the whip. and i was just watchin AvP R it would be cool to have a whip like that Predator at the top of the hospital. user: the ravfour 78
- maybe the whip could go thru a gap in the neck or something like that. Or, even better- Dont make it a whip, make it a flail (ie, attach something to the end). Yuo could choose ur flail attachment, make it spiky or just heavy. That would be interesting.
- Or even make a weapon upgrade to whip that will make it do blunt damage and ingore 50% of armor (turn it into flail, as said) but lose half of speed, range and some skills effectiveness (try to do a huper-sonic blast by a flail ^^)? Ratys 15:47, 20 May 2008 (UTC)
- maybe the whip could go thru a gap in the neck or something like that. Or, even better- Dont make it a whip, make it a flail (ie, attach something to the end). Yuo could choose ur flail attachment, make it spiky or just heavy. That would be interesting.
- Cane-whips should be the default mesmer weapon. Although in Guild Wars 2, the name of the class will be changed to Gayfag.
- can you say runescape
Massive PVP event
We all know that AB is not really that massive and it involves more thinking and new builds based on a really large map.
Now my suggestion for this massive pvp event is that the staff schedules a "War". This type of event is one where you can have fun and pvp with over 12 ppl. This type of event could be hold even once or twice a week.
The event consist of one group of 100 kurziks vs 100 luxons for example each of the clans or can have over 100 players playing on a massive map where what you actually need to do is capture at least 2 or 3 towns before the team can defeat GUILD LORD. This type of game play is fun. this gives the opportunity for guild to enter with different parties of 8 people or anyone even without a guild to have an opportunity to get experience and not stay playing in 4vs4 because lets face it they are boring sometimes. This type of pvp event its the ideal basis for MASSIVE PVP.
This event can have generals and commanders in each team and these can be ranked by ranks in pvp titles and guild leaders. For example the generals can be made generals during this period of the pvp event by looking at his ranks in gladiator, kurzic or any other pvp title.
Again this is a pvp event based on the story of factions and based on a more massive version of AB. So whatever you ppl introduce in GW2 please let it be a really massive pvp event like this one. because i hate capturing shrines and running in circles until we hit 500points or trust any noob to keep capping instead of mobbing.
We all know how annoying that is!!!!
Thank you
- .................This will alrdy get in GW2....It's called World vs Worls..AKA 100 vs 100. It's a battle in the rift between different worlds
- Actually it won't have fixed team sizes. -- Gordon Ecker 04:33, 10 May 2008 (UTC)
- Is that what they meant by a persistent PvP battleground? So I guess that eliminates the "No opposing party joined. Restarting countdown timer."-issue. Making further assumptions, there would be nothing (barring server capacities) to stop nearly every player joining server 1 to fighting against a barely empty server 2. Extrapolating this line of though even further, rewards from such battlegrounds should be given out to a whole victorious "team", or world in this case, to avoid abuse. Conscript 00:08, 11 May 2008 (UTC)
- LLLLAAAAGGGGGG
- Is that what they meant by a persistent PvP battleground? So I guess that eliminates the "No opposing party joined. Restarting countdown timer."-issue. Making further assumptions, there would be nothing (barring server capacities) to stop nearly every player joining server 1 to fighting against a barely empty server 2. Extrapolating this line of though even further, rewards from such battlegrounds should be given out to a whole victorious "team", or world in this case, to avoid abuse. Conscript 00:08, 11 May 2008 (UTC)
- Actually it won't have fixed team sizes. -- Gordon Ecker 04:33, 10 May 2008 (UTC)
my suggestions
warning long text
I (being a guild leader) would think it would be cool to change the name and tag of our guild because I dont think that the imperial drunkards [HICK] is a very good guild name for a charr or asura... but I also want to keep my guild hall and it's upgrades.
I also think that (yes I know lots of people have said it)we should have skills such as mining smithing and mabe brewing and farming and should have smithies, underground mines, breweries and little farm fields added as upgrades in the guild hall.
We should be able to un-costermise our weapons for more than its costermised, be able to sell our armor, enchant/enhance our weapons to make them more powerful, on the trade have a message saying how mmuch the traded items are balanced eg say im trading with one of my other characters (impossible I know) it would say something like 1,763g of money goes to Getefix (then Getefix puts a wep more than that on) 3g goes to I Own u U Die...
I reckon we should be able to wield pikes 2 handed weapons like elven swords 2 handed axes. the name would be the same as 1 handed only with (2h) at the end of the name eg destroyer sword (2h). use spears in close combat, (obviosly not paragon spears).
We should be able to buy boats from carpenters stores (that could be a new skill as well as woodcutting and the stores could appear in town or in a guild hall. the woodcutting forest should also be in the guildhall with a choice of burnt trees, yew trees, plague born trees, dead trees ect wherever the guildhall is found. the boats should be Small trawler to huge navy like galleons and you choose the name. It would appear on a dock like the black pearl is owned by (character name) (pirate ship) the captain or shipmaster could decide ranks and what goes in and out in the storage (mabe thats how we kill the sea or orr dragon (after we kill the sea dragon can arena net make an expansion where we can get to cantha and do something heroic like freeing cantha from the iron fist of its emperor or the desert dragon we could free elona from the grasp of palawa joko??))we could have pvp battles, send out merchant NPC boats accross trade routes and mabe even dive to the depths to retrieve hidden treasures of sunken ships (player owned ships cannot sink but rather 'teleported' to the port it was at last).
Lastly (finally) we should be able to join secret orders such as the order of whispers and unlock powerful and forbidden secret skill scrolls (double click to learn) but you forget it once you learn another or leave the order. Getefix 17:45, 9 May 2008 (UTC)
(I know this isn't the right place but I'm new to the wiki thing) How in the world do I add a suggestion on here at the bottom? All I see are Edit links and not exactly an add thread link. I see a plus at the top of the page but it says "comment" and I'm unsure if that's what I'm looking for or not. Verix Phrigustus
At the top there is a little + sign click it and write your suggestion.
you know all those suggestions you made? HAVE YOU EVER HEARD OF RUNESCAPE!!!!!!!!!!!! all this stuff belongs in rs2, not gw2! making gw2 like runescape is worse than making it like WoW69.23.219.85 23:06, 20 May 2008 (UTC) The Uba-awesome Strider Jr./Mcdt2 (the latter is my rs name, im a devoted fan
A few suggestions
Here are my suggestions for Guild Wars 2
There would still be a guild hall, but how about your own personal home in GW2. I would find it interesting just to go into your own small house right by the sunny beach shore or something like that. It would be just like your own small home away from the hall.
And heres my other suggestion
Keep on expanding the guild wars universe. Literally, i have looked at all of the maps of the GW universe, and they should expand it. It would seem pretty weird, or not that great if the maps of the gw universe is ended by a mountain range, or some land to the east, west, north, or south part of the map. In fact, it could be cool to add maybe a new continent, or have a cool ability when you look at the map, it would appear as a globe, or something like that. Would this be a good idea?TitanSacranus 21:07, 9 May 2008 (UTC)
The house idea is pretty good how about in your guild hall? and a new upgrade could be needed to buy it how about a housing estate manager or something? you could start with an empty room and build Furniture and extend with other rooms!!
If you have minipets how about something like the hall of monuments where you put them on say a fireplace and they appear on the floor and start walking round. You could do that with ranger pets and put them in a bed too?? Getefix 08:02, 10 May 2008 (UTC)
What about all guild members have houses/rooms in a guild complex, not just a hall. MAke leaving/joining a bigger decision.
- you have no life if you need an ingame house
"Master of Ceremonies"
Has anyone ever noticed that when there is a holiday the only person with an in-game char from A-net that shoed up was gaile, and now it will probably be the new communities manager, but the other people were never even seen, so it kinda makes it harder to feel connected to the A-net team. I say that at soem point before GW2 comes out A-net should pick somebody from the Player Base to become a master of ceremonies. You know some guy that comes to every holiday, and declares it officialy "open". But in between the holidays and events that person is just a regular player. and maybe there would be more than one, like one for each district, or one for each major city. So that we feel more connected to the peopel who run the game, instead of feeling like we're one big expieriment to them. Lord Zepherr 10:00 May 10, 2008 (UTC)
- Gaile is the only Guild Wars developer who speaks English.
lol are u serious XD so he has to read all this tekst by himself O.o i feel srry for him
"Weapon Familiarization"
This is another post that deals with making GW more realistic I believe that there should be a thing that when youve done 1000 or so swings or shots etc. you become familiarized with the weapon granting a 10% higher chance to hit or somthing like that Also plz bring in 2h swords i get angry when im stuck with a butterknife.-Shanghi Ranga
- So you want people to just have to sit in the isle of the nameless, or something similar, auto-attacking barrels for half an hour before using a new weapon? That system would do no good to anyone. Also, some swords in GW, like the longsword, would be large for a two handed sword, and are already far too big to be one handed. How large of a sword can you possibly want? O.o 71.31.149.63 19:51, 12 May 2008 (UTC)
- Hmmm...given some rethought, I think this could work. Instead, perhaps, have the weapon gain XP with you? Would it be acceptable to have the customization +20% bonus be given as you gain XP while wielding the weapon, rather than a sudden +20% right after paying your 10 gold? I know Dark Cloud used a similar system, and I found that game to be thoroughly enjoyable. Speaking of Cloud; seriously -- the swords aren't exactly butter knives as it is. It might be nice to have two-handed swords, though. =P --Kite 02:01, 13 May 2008 (UTC)
- Some swords, like the long and crenellated swords, are already built to be two handed with the sizes of the grip and blade O.o Maybe just allow use of a two handed stance with swords, increasing damage or attack speed or something by a bit and causing the loss of the extra armor from a shield. Just an idea, and still may require 2h-able designations of specific swords. 71.31.149.63 20:04, 13 May 2008 (UTC)
- Actually thats a good idea and the butterknife thing was a figure of speach. Also how about getting a speed boost. And maybe it could develop over time and you gain several points to spend like 2 points for 10%bonus speed and another 3points for 10% bonus attack.-Shanghi Ranga
- Some swords, like the long and crenellated swords, are already built to be two handed with the sizes of the grip and blade O.o Maybe just allow use of a two handed stance with swords, increasing damage or attack speed or something by a bit and causing the loss of the extra armor from a shield. Just an idea, and still may require 2h-able designations of specific swords. 71.31.149.63 20:04, 13 May 2008 (UTC)
- Hmmm...given some rethought, I think this could work. Instead, perhaps, have the weapon gain XP with you? Would it be acceptable to have the customization +20% bonus be given as you gain XP while wielding the weapon, rather than a sudden +20% right after paying your 10 gold? I know Dark Cloud used a similar system, and I found that game to be thoroughly enjoyable. Speaking of Cloud; seriously -- the swords aren't exactly butter knives as it is. It might be nice to have two-handed swords, though. =P --Kite 02:01, 13 May 2008 (UTC)
- That sounds really awesome, but that would give people who have had the game longer but are really bad an unfair advantage over those who are just getting it but have crazy-awesome skillz (sorry, always wanted to say that). Still, the two handed sword does sound really cool. Maybe give the warrior 6 choices- sword/axe/hammer/2h sword/2h axe/2h hammer. Call the 2h's 'Great Sword/Axe/Hammer'
- I would like it if you could dual wield swords or axes i think that would be cool, i also like the idea of two-handed weapons. I also think that when you go into a town or outpost it should show you with your weaon sheathed instead of it just dissapearing
you could always make it dual swords like the dagger
/Rank Emote
Ok so one of the biggest, most used emotes in GuildWars is the /Rank emote, a show of prestige, grind, perseverance and whatever else.. now the /Zrank emote was introduced again another large display emote favoring the PvP player base. I think GW 2 should have a comparable PvE emote as well, maybe along the lines of the current God Walking Among Mere Mortals Title Track, but something nice to show for all that same prestige, grind, and perseverance that we have endured thoughout the game. --O Frost O File:O Frost O Sig.GIF 22:32, 10 May 2008 (UTC)
- That'd be pretty cool. Something for a hardcore PvE player to show off, awsome. Lord Zepherr 06:30 May 11, 2008 (UTC)
- Further to this...why oh why a Zaishen rank! Why not an emote for the God Amongst mere mortals title! Or even an emote for r12 Kurzick/Luxon faction title!--Shaia 09:34, 19 May 2008 (UTC)
- And I think there should never be any rewards for grinding. Instead of title tracks, grinding should produce a visible cloud of odor around characters to represent the similar cloud around their players.
- LOL
- Good idea!
Complete Patch
This is a must, for those who format their computer or those who are new to the game. We don't want to be waiting 4 hours for files for each area to load. I'm currently trying to get back to Guild Wars, but finding it extremely difficult since there's a huge wait for 20,000 files to be downloaded for each area.
Thanks for looking over this =) Hope you guys consider this, if you understand where I'm getting at...
- If you use -image, you can download every file at once. -- Brains12 23:01, 10 May 2008 (UTC)
- Also, before to restoring your system install, backup the Gw.dat file. Copy it over a other HD or burn it on CD/DVD. To restore you just have to install gw normaly, then quit gw and copy the backup file over. --Bob 02:43, 13 May 2008 (UTC)
- Bob your wrong on the re-install there this what it should be - Backup both the gw.exe and gw.dat and when you come to install it after a format run gw.exe and it'll ask you for dat location enter it and done (NOTE: the gw.exe file you run to start the game is the setup installation file also)122.109.43.82 10:26, 16 May 2008 (UTC)
- Also, before to restoring your system install, backup the Gw.dat file. Copy it over a other HD or burn it on CD/DVD. To restore you just have to install gw normaly, then quit gw and copy the backup file over. --Bob 02:43, 13 May 2008 (UTC)
Better Music
Music, imo is one the most key elements to making a game good. Good songs can set the scene for something perfectly, make the player excited to do what they are about to do and really bring the game to life for the player...That said I have to say the music in ALL of the GWs so far have not done that, not even once. There wasn't even a final boss music for ANY of the games. When I was facing abaddon I heard the music from the loggin screen! I'm taking on a god! I think there are so many crucial moments that are ruined by the generic and overly epic sounding music that is played. Idk about you guys, but I don't think I have ever heard one guitar in any of the songs. It's pretty much just an orchestra, which is fine, orchestras sound great, but they don't always fit the mood you are trying to deliver. When I'm fighting a boss, or especially a FINAL boss, the music has to fit the scene.
For instance:
Good
THOSE are some great songs. Songs like those really bring the quality of the game up as I said before, especially since it makes the boss fight more memorable.--The Gates Assassin 03:22, 11 May 2008 (UTC)
- I like the guildwars music really, but yeah your right no music could ever compare to the FF series. aaah memories. anyway I do see what you mean though maybe for boss battles the music could be a little more epic. --Alien 12:08, 11 May 2008 (UTC)
- Make a list where people can upload there own music from there pc? Fox007 12:18, 11 May 2008 (UTC)
- 0.0 That would be genius. Have it so you have a list like:
- Make a list where people can upload there own music from there pc? Fox007 12:18, 11 May 2008 (UTC)
- Boss music:
- Field music:
- Final boss music:
And in there you can upload a song to play when that event happens. 0.0 Me like.--The Gates Assassin 00:57, 12 May 2008 (UTC)
- The guildwars music has rich sounds and lot of instrument. Plug good headphone in place of your cheap Pc speaker and you will be able to enjoy other type of music that is not base off 8bit MIDI tracs. Music is important and lot could be done to improve the gw series. What you posted, tho, are not good example. --Bob 02:37, 13 May 2008 (UTC)
- I agree that GW has a barely noticable soundtrack, even through a good headset. The only time I actually noticed the music was the combat theme in GW:EN, which was basically the same as used on the menu. While barely noticable background music setting the tone can be nice, a really great and noticable piece of music can make an area of a game much more enjoyable. Here's a few different examples than FF music.
- are a few examples of music from a game that I feel did a great job of using interesting and noticable music to accomplish a much greater effect than excessively subtle themes can. Those are just a few I could think of off the top of my head, but should be enough to illustrate my point. 71.31.149.63 20:29, 13 May 2008 (UTC)
- Bob, I completely disagree. GW music lacks theme and tone. If I play a song it should make you feel a certain way and make you imagine something in your head. Effective music matches the area you are in and what is going on. All the music 71.31 posted are good examples. Also my head phones are the Bose big ear muff ones, good quality. Doesn't make a bit of difference.--The Gates Assassin 01:11, 14 May 2008 (UTC)
- are a few examples of music from a game that I feel did a great job of using interesting and noticable music to accomplish a much greater effect than excessively subtle themes can. Those are just a few I could think of off the top of my head, but should be enough to illustrate my point. 71.31.149.63 20:29, 13 May 2008 (UTC)
I'll have to say that your "music" is a bit ridiculous. I just couldn't see a party killing Abaddon with a rock style of music for the background, which has nothing to do with the style of Guild Wars.
I like the firstpost on the music preference, but don't you think it would be wise for players just to use their own music, I'm sure I seen a post earlier about this. Stokoe 18:22, 9 June 2008 (UTC)
First of all, none of the music you posted would fit in with the Guild Wars world. The GW composer does a great job of writing both thematic and memorable tunes, but some of them are a little uninteresting. But to have some of the music you suggested in GW would be completely ridiculous. The Guild Wars theme is pretty sweet, and it actually shows up in a lot of the other game music if you listen carefuly. I think GWEN's music is by far the best out of the other GWs. The new title screen has the best music yet- and some of the new town music really fits the mood of the areas you're in. The music battle system works pretty well, too- it just gets a little repetitive sometimes. I guess the only suggestions I have for GW2 would be to include more music so that you don't hear the same tracks over and over. I hope a bunch of the original themes return (especially some of the themes from pre-searing), and it would be nice if some of the music was a little more interesting to listen to. -Kestrel
i agree with kestrell. The musiks in the game gw is good but their is not enouf of it. if i was inchage of making the music tracks i would make mor songs. the sons u selected woud not fit the theeme of gw or gw2. i think they shoud al so have randumly genarated songs thet play from some chords
- Sort of a late response but anyway. I never said that Abaddon should be fought with otherworld as the background music. That song fit that game because it is what they played at the beginning during a blitzball match and that is where they are at that time. What I was saying was that the Abaddon music was good...for about 15 seconds. Then it would die out completely, or turn into very boring music when I disengaged, it was awful. The music can be guild warsy and still be great, but the current music switches too often, is too boring, and overall reminds me of oblivion music which is pretty annoying too. Also, boss music as I said needs to step it up. The composer sticks a bunch of heavy drums and calls it boss music. Oh and btw the person who didn't sign, you made 14 mistakes in 5 sentences. Truly epic. --The Gates Assassin 03:38, 14 July 2008 (UTC)
races
Ive got an idea for other races -Dwarf -Tengu Maybe another idea that the different races have different mounts because if asuran mount a lion or something thats ok but if they mount a giant devourer thats still kinda ok but a charr can mount a devourer but i don't see a charr on a lion so maybe u can use that as an advantage of the smaller races(asuran,dwarves) that they can mount more creatures the smaller the more they can mount
- emm tengu live in cantha and thats been sealed off... and dwarves are extinct^^ sorry about that but it's true.
- Avicara? Are they not practically Tengu? And all the drawves are extinct? To be extinct means when nothing of that species are alive, and the dwarves are 'undying creatures of stone'88.104.13.228 15:26, 11 May 2008 (UTC)
- Maybe new races with future expansions. Centaurs & Forgotten (Elona expansion), Tengu & Wardens (Cantha Expansion)--MageMontu 12:54, 11 May 2008 (UTC)
- What is it with constant reference to mounts GW is a compleatly different style of game then the others there is no need to have such a creation we have portals to travel from town to town Gow Czar 13:18, 11 May 2008 (UTC)
- Mounts would be good in GUILD WARS 2, as apparently theyre reducing instancing. As for races I think playing as the undead would be pretty cool e.g. you could be a warlock (spellcaster) skeleton (ranger) zombie (random guy). Any other ideas? [Rayner]
- i don't think we should link the races with the profesions cause that seems kinda stupid then every one will look the almost same exept u got another race
and i REALLY think dwarf should be in GW2 there cool though looking and small, gotta love them
- I was wondering... What about the "race" that Razah was supposedly the first of. If the mists spawned one human entity, i'm pretty sure it'll be able to spawn another one in 250 years. Plus the guide to nightfall said that Razah came because the mists found a suitable human template to copy. So with balthazar opeinign up humongous battlefields in the mists for us to fight in, wouldn't there be a surplus of not just human, but asura, charr, sylvari, and other races for the mists to copy. Maybe you could be a mist spawn shaped liek a charr with access to weakened or undeveloped copies of a charr's abilities, or asura, norn, sylvari, etc. Lord Zepherr 05:26, May 13, 2008 (UTC)
- i actually really like that idea, it makes sense and might actually be kinda cool to play. maybe their race specific skill could be to copy the race specific skills of other races or something. great idea lord zepherr, one of the few on this page.
- Wardens are enemies of Cantha, and most Tengus are as well. And Razah is not any race, he is like a demon, but not really. They are also looking into Tengu for race anyways...just wait and see...-Body of Power --71.100.161.193 23:46, 14 May 2008 (UTC)
- Razah is too a race, or i guess since he's the first one so far, he's a species, or aminority, or whatever. But if there's only one razah and he's not a race, then what about the first sylvari? Besides, it has to be possible that there was more of razahs type made in the mists. And i had an idea for their race specific skill/ability: Spirit Horde. It'd work like this: Spell. Summon (2-8) spiritual copies that use (2-4) of your sequipped skills, and are level(5-18). While these copies are active you remain unconcious(basically dead) and they can only attack your selected target. Once the selected target is dead, all spiritual copies die, and you are ressurected with half life, zero energy, a random condition, and al you skills are disabled for (3-7) minutes. This way instead of being just too powerful, there's a limit to what you copies can do, and drawbacks to usign it on yourself. Lord Zepherr 08:03, May 20, 2008 (UTC)
The dwarves aren't extincted, they just turned to stone and became isolationalist: http://wiki.guildwars2.com/wiki/Dwarves
races vs races
maybe its nice to let races fight against each other but arent hostile against each other until they are lv. 10 couse they otherwise get killed by lv.xxx (very high) and that isnt nice XD
buildings
I dont know if its been opted yet, but what i really missed in GW1 was the option to enter buildings. Like a merchant actually having a shop, or important canthan ministry people actually being inside a ministry. Because minister Jaisan standing within a range of 100m from Barkeep Mehoro is plain unrealistic. Organgrinder 12:25, 11 May 2008 (UTC)
- i do tend to agree that there should be more interactive textures in the game so long as it doesnt create any congestion/bottlenecks that slow down game play Gow Czar 13:20, 11 May 2008 (UTC)
- Bottlenecks could be good depending on your group size, what mode your in (HM, NM). Also it could help mobs in AB or in GvG. sportspro1995 11:37, 11 May 2008 (UTC)
- I was kinda talking about buildings in Outpost(ish) areas. I don't know if it's a good idea to put doors in enemy territory. Organgrinder 15:49, 11 May 2008 (UTC)
Hi, i don't know if i can say this, but i give it a shot, i play another game a lot that has shops that have merchants inside or other NPC, this game is called Neverwinter Nights, and this does not slow the game down much, although, with me having a slow harddisk, it takes a while, about 5 mins to load an area in with 30 buildings on that 1 area, each building is a small separate area, in itself, my harddisk is ata 66, even though it is a sata hard disk drive converted to ide, my ide max speed is ata 66 (You forgot a sig)
- I say if you do this, too reduce lag, you should either A, make it were the building is just like WoW, were its like you can walk into without entering another actual area, or make it an explorable area.... --Body of Power--71.100.161.193 23:48, 14 May 2008 (UTC)
I think the Warden would be a pretty sweat race to play as. XD
Combining Pets / Mounts / Companions
Unique idea for pets/mounts
How about combining Pets & mounts so that you ride your pet. Three pet slots for each character, one that can swim, run, fly. For each category there are several to choose from.
Runners = scorpions, worms, bears etc. Fly = eagles, phoenix, etc. Swim = anything fishy.
Attributes gained = Run/fly/swim 25% faster - you get the idea to help a little with travelling within maps but still keeps map travel included for looooong journeys between main cities. These pets are kept in stables in outposts. They are soulbound so can't ride anyone elses pets (as they would not respect you) that way what you choose becomes the companion. Use only one pet at a time. They level with your exp gained (whilst accompanying you outside outposts). Can't ride until strong enough level (say level 50). But help you fight in meantime (both mounted and dismounted as a tank/ranged fighter depening on animal type). It dies when you die since its soulbound and resurrects with you.
Pet options: Can change pets at an animal charmer for gold at later date and train up from a baby animal, old pets you discard go to help as mounts for soldiers in wars/farming for cities resources/etc to fit in with story line. Name them what you want. Assign skills bar of your choice. Carrying pouch gives extra ten slots storage, etc. Can mount and dismount within maps to give option to fight on and off of it. Change it's armour stats. Dye its armour.
THIS IDEA HAS REALISM BUT MANAGES MOUNTS AND PETS IN ONE GO. IT MAKES PETS WORTHWILE AND MOUNTS REALISTIC WHILST REMOVING THE 'PATHETICNESS' OF MINI THINGS FOLLOWING YOU IN TOWNS =/
Add any other ideas that will expand realistic possibilites to help within the game. Remember this is not sims, pets/mounts need a purpose. Some people want mounts, some people want pets - this idea resolves everything. Remember, if you dont want to ride a mount nobody is forcing you to! Walk... =]
- Can the World of Guild Wars madness end? There was already tons of mount suggestion and other silly idea coming right from WoW. And all of them are done by anonymous poster.(WoW fanboy troll?). Beside, Nightfall and Eotn already has mounts.. in the gw style. --Bob 02:14, 12 May 2008 (UTC)
Worms were not 'mounts'. Worms were an excuse to be slightly different, you can't choose to ride a worm wherever you want to therefore it is not a mount. Mounts were not created in WoW so stop the annimosity against it. I don't play WoW but i know what is in the game through research.
Also, 'silly idea' try giving people respect, do you get people saying 'i dont want guild wars to improve, mummy, mummy tell them please' to you about the attitude you clearly have. It's a suggestion for Guild Wars to consider - more people want mounts than people that dont. Deal with it =]
- I dont know if you are the same author as the origianl poster, please sign your comment. It was more about the lvl restion then the actual mount, this is typical wow-like. Guildwars never limited what you could do base on lvl, it great and i hope it stay that way. The comment about WoGW madness was not directly target at you. On this talk page there is a lot of suggestions aimed at turning gw2 into a montly-fee-free WoW clone. I find most of those comment uneducated about gw's mecanics and uninspiring. I am sorry if i offended you, please dont take it personaly but with a bit of humour. --Bob 22:55, 12 May 2008 (UTC)
- Mounts won't make GW any WoW like... Nothing would make GW WoW like actually^^ ANet will implement as much they see on this page as they can, but surely will make it GW-way and under "not-needed-to-play-but-still-here" concept. Well, I hope they will... Why then mounts are so bad? If you want, you use them and gain some benefits but in cost of some losses, and if you don't - you don't need to! As for thread idea - WTG :) For others - just remember, that pets will be for everyone regardless profession now. Ratys 14:19, 12 May 2008 (UTC)
- Ok GW does not need mounts the reason is most GW players would hate the idea of guild wars turning into a free WOW the other ones don’t get the idea that GW takes skill therefore instead of using good combination of skills to get there you hop on a dragon or something and fly there. Besides I would rather have the map travel.
- Also there's no reason for mounts not to be there ;) Look on the thread idea: it suggests to merge mounts and pets, so you can mount your pet BUT IT STILL FUCTION AS A PET while not mounted! It's just another option, improverment for pets! As for reason... Just many of players would like this feature, and if you don't - just don't use it, you aren't forced. I wonder when you finally get this viewpoint :/ Ratys 12:02, 13 May 2008 (UTC)
- BUT, you all ignored the most interesting thought in this post. Does The Companion Have To Be a Character Race?? OR, can my mount/pet BE the companion in the mentioned "Companions System" to be introduced? I HATE the idea of a little "robin" sidekick running along side my "Batman" hero. I am not Xena, and i don't want a "what's her name" following me around. Yes i know i can play alone and get the buff. But... a companion mount/pet that had a class base and skill bar would be better to me. Imagine a boy and his (WAR) dog, a girl and her (ELE) Dragon, an asura and his (MNK) golem, a char and her (NEC) big-ridable-lizard-thingy. That appeals to me a lot more. (Monkenstein)
- As I've understood the known info on GW2, companions for all players will replace ranger pats already. So it's kinda pet and companion at the same time. Idea of giving those companions player-dependent race(type) and class(profession) is nice, but personally for me it would be great to have an ability to change your companion's type and profession from time to time. Like ele dood and his warrior bear ^^ More about mounting: to balnce some pet's abilities they should get a penalty, as if your dragon can fly and can actually carry you onboard it should get verry low armor and some health reduction. Just an example, though. Or maybe this like system: your ele-companion can be equipped with ele skill that will allow it to fly, and while you mount it, it can carry you aswell... How will this entire idea look like: player+companion combo is usually two separate entites that can fuction on their own and move undependent of eachother, and when the player mounts the companion, they like merge - get shared movement ability and can't move separately (player controls all movement), but still can use their separate skill bars (with player-set restrictions, to prevent silly situations). Still, just a thought. Ratys 12:22, 14 May 2008 (UTC)
- Even the statement that companions will "replace" the ranger "pet", does not mean they will be anything but character races potentially. it could be that ANET is considering the whole "pet" idea a mistake and plan on eliminating anything like them altogether. The way i read existing info, companions will be like heros too. Though the monument in the HOM in EOTN would suggest that there will still be Heros of some sort. But, If you have to create the companion, which is the logical way to balance a player/companion skill set, the monument display may provide additional options in the companion creation screen. That would also imply the existence of non-character race companions since elite pets (and a general animal companion statue) are displayed there too. As i read the info, it's hard to tell what companions will be exactly. Currently, a pet is closer to a henchman with regards to detailed control, i.e. almost none. With a hero/mount/pet/companion combo there would be a lot of variety in choice and control options...(Monkentsein)
- I actually imagine it as something animal like if I get your idea right. So companion = pet, an animal/creature/beast/mechanism/whatever that accompanies your character and serves as an extension of that character. Ratys 20:01, 17 May 2008 (UTC)
Player Panels
When clicking on someone it highlights them on a bar at the top of screen currently as your 'target'.
Have an 'info button' at the side which you can press to show a player panel. This allows other people to see your:
Weapons, Armour, Skills bar, List of titles.
To avoid people stealing skill build ideas you can keep this as secret by clicking an option box to keep whichever panel section you want private that you wish.
This helps so much when in party showing skills builds, nobody needs to ask and can just see = faster.
Shows an overview of a players ability & allows to compare everything without linking to chat via code. Can see what a weapons look like in outposts this way too.
Also, as previously suggested - in the beastary section, if you click on opponent animals 'info button' you can see their stats and weapon stats, skills bar, etc.
- There is no such thing as stealing skill build idea. Every skills use can be see to all in both pve and pvp. The best you can do is been unpleasant and unhelpfull by not sharing your build and ignore posible synergy with your team mates. Aside from that i think the hability to see players and heros skills and attrib useful to skill up quickly in town. It would be a great additional comunication tool. --Bob 02:24, 12 May 2008 (UTC)
- About build leaking, i think what he is saying, is that at the start of a PVP match, one team could target each opposing team member in turn and quickly (?) access the individual and team build, and potentially counter it. If you have vox connection and a lot of teamwork you could identify spikers before they cast. Since you currently only see the skill when they cast it, you could (PVP or PVE) save your interrupts for their best advantage. Though i suppose one could create a feint build and not plan to use the "most potent" skill keeping the mid-line waiting for an interrupt that they will never cast. Plans within plans within... (Monkenstein) oops i think my build is leaking....
Advanced Friends list features
Add the option to create named groups of players and aliases for individual players. For examples, look at AOL Instant Messenger and/or Google Talk. It would be really great if I could group certain people together, e.g. PvP buddies, Buddies from guild X, etc. It would also be sweet if I could make aliases for a player, so I wouldn't have to remember character names, I could just assign their real name as an alias. I welcome any more suggestions. Guyinthechair 22:03, 11 May 2008 (UTC)
- Alias to player is a good idea. If it limited to 1 word (eg first name of that player) it would never colide with character name that is 2 or more words. Alias need to be chose by the sender, he would be responsible to avoid duplication witin his friends list. --Bob 02:03, 12 May 2008 (UTC)
- I would like to see it set up that when some tried to Add as a friend you could chose to accept Yes or No. I don't know how many times i'll be doing something in game and i'll get a PM from some i don't know who added me to their list because i helped them once or was in some random mission with them. It throws my for a loop because i don't have their name in my friend list, and mmost the time they are looking for a hand out of some kind.~Phox53`
- I think stating where each friend is (name of the outpost/explorable area) and what district would be good. Not only would it allow you to meet friends more easily, but also if you noticed anyone breaking rules you could monitor them. 62.136.9.7 18:04, 13 July 2008 (UTC)
Grand exxhange kinda thingy
If you play runescape you know what the grand exchange is. there should be somthing like that in GW but like the acution romm or xulani house of bids --The preceding unsigned comment was added by User:24.224.253.236 (talk).
- Most of us dont play runescape. Would you care to describ what it is and how you would like that implemented in GuildWars 2? --Bob 01:59, 12 May 2008 (UTC)
- According to the Grand Exchange article on RuneScape Wiki, it's an area in one of the towns where you can post items and offers on a cross-server trade board, similar to the earlier auction house and trade board suggestions. -- Gordon Ecker 03:22, 12 May 2008 (UTC)
- I Agree... actually that was one of my suggestions earlier... -Lu Sen
This would be very useful for selling upgrades to weapons,especially maxed ones, as people will always want the best, and people will always find junk that they can't use. 70.144.79.213 21:13, 14 May 2008 (UTC)The Whispering Pine
- not to mention how much scamming it would stop. it would really hit them very hard ( the scammer). plus it would make the economy move really fast. it would be nice if the items werent limited to the world/server, it would go even faster and more items. User: the ravfour 78.
- Another idea could be an Anet sponsored thing like what they have at the Guru. It's just a regular thing like ebay except it's exclusively for trading in GW. Could be easier too as they would just transfer it automatically after selling instead of having to set up a time to meet to trade.216.185.204.142 21:49, 21 May 2008 (UTC)
- I really like this idea and have been wishing it were already implemented. PLEASE add this to GW2!! chevy
Party Control
The ability to elect another member of the party as leader, and that character having the option to accept or decline. -tinbad
- good idea, i say also have a option when in explorable areas and stuff to kick out leacheers by group vote or something and when a leecher gets kicked they are reported to anet. --Tog
- Yes, it would be a useful feature. You should also be able to vote to be able to kick someone out of your party like with leechers or people who refuse to pay for runs once you get half way through thus delaying the party. King Keberos. 13:41, 15 May 2008 (-4 UTC)
- It would really help if you could re-arrange your complete party, not just the party leader, with a simple click and drag feature within the party window. chevy
- I would love to see this, it is annoying changing the group leader in GW right now. - Elder Angelus 16:45, 10 June 2008 (UTC)
- It would really help if you could re-arrange your complete party, not just the party leader, with a simple click and drag feature within the party window. chevy
Auction House - Improved trading method for GW and GW2
How cool will a auction house be in guild wars??? C'mon do you realy wana stand in a district and type WTS and WTB for hours? It would be a NPC that you can action your items to, other players would be able to browse it or search for it. You will also have a starting bid price and a sell-out price for when you want a axact amount for your item. So please people keep this in mind. It would be AWESOME! --Kingpin Of Factions 08:00, 12 May 2008 (UTC)
If it's already been suggested a billion times, then they should do it! Having played other MMORPG, that's honestly the only factor from getting me and my gf to buy this game. Otherwise this game sounds awsome.
Hi. I want for GWW ingame talking. So u dont need to write while doing quests or pvping, easier to make up tactics. U can only talk with people u are in party with.
THIS ISNT WoW!!!!!!!!
WoW didnt introduce Auction House or in game chatting, the integration of these 2 suggested things are a proven "gem" for any MMORPG. I Would love to see these in GW 2!
Spherical Map
tired of the flat map, think a spherical map that could be spun would be cool, pointless but cool. What do you think? 121.208.172.69 08:20, 12 May 2008 (UTC)
- We honestly don't know if the world is round or not. Besides, we've only encountered three continents which haven't been explored to their fullest. I honestly don't want to tie A-Nets hands on the design on the rest of the planet till we need it.--Ryan Galen 15:12, 12 May 2008 (UTC)
- Agree & advice on a better map. The current maps lack depth. Staff maps in my line of work would serve better. -- Silverleaf 15:45, 12 May 2008 (UTC)
- What line of work would need maps better then 3 sets of highly detailed 2d maps? At any rate, I don't find anything wrong with maps... while It could use some improvements, say: one way travel to land marks, instead of outpost you and your party are transfered directly into explorable area next to some land mark or teleport location or what ever you might have a few of those unlockable in every map. Biz 17:18, 12 May 2008 (UTC)
- Outpost are unlockable "land mark". The only way teleporting to arbitary location make any sence is if players are allowed to join a party that is already in mission/explorable. Then that player will need to join the group at there curent location. --Bob 17:22, 13 May 2008 (UTC)
- What line of work would need maps better then 3 sets of highly detailed 2d maps? At any rate, I don't find anything wrong with maps... while It could use some improvements, say: one way travel to land marks, instead of outpost you and your party are transfered directly into explorable area next to some land mark or teleport location or what ever you might have a few of those unlockable in every map. Biz 17:18, 12 May 2008 (UTC)
- Agree & advice on a better map. The current maps lack depth. Staff maps in my line of work would serve better. -- Silverleaf 15:45, 12 May 2008 (UTC)
- A spherical map dont mean it realy a finish object, continents can be added as need. What the poster mean, i think, is warping the map edge over and maybe zoom out enough to see a light curve. From what has been published about gw2, it is reasonble to think that the world will be much larger. Map travling between continents without loading a new map would be very nice, this will require smooth map paning with multiple zoom level. Warping the edge would be easyer then scrolling all the way to the other side. --Bob 17:17, 13 May 2008 (UTC)
- A spehrical map means LIMITED SPACE. Who knows how many more lands will be added in Guild Wars to come. --Risus 21:54, 13 May 2008 (UTC)
- Spherical map do not mean limited space more then a pyramid, a cube or a simple plane. --Bob 08:30, 15 May 2008 (UTC)
- Yes, it does. A flat map doesn't force them to establish the size of the world, and allows them to pull new continents out of Schroedinger's ocean. However a globe wouldn't actually force them to establish the size of the world or rule out the possibility of more continents, the globe could be written off as "Tyria according to contemporary cartographers" rather than "an accurate world map of Tyria". -- Gordon Ecker 09:33, 15 May 2008 (UTC)
- Ok let me put that in different word, a sphere can be enlarged the same way a plane can. --Bob 22:51, 16 May 2008 (UTC)
- No, it can't. Planes have edges which can be pushed outward. A spherical map cannot be stretched without scaling up the existing continents or distorting their shapes and relative locations, which would be fine for a world map attributed to fallible in-universe cartographers, but problematic for a world map which is supposed to be an accurate depiction of Tyrian geography. Anyway, IMO if they do have a globe, it shouldn't be the only world map option, as a flat map would let you zoom in on any region in one click, while a globe would require rotation in order to see and zoom in on the far side, perhaps they could include an icon on the map screen to switch between flat and spherical views. -- Gordon Ecker 05:43, 25 May 2008 (UTC)
- Ok let me put that in different word, a sphere can be enlarged the same way a plane can. --Bob 22:51, 16 May 2008 (UTC)
- Yes, it does. A flat map doesn't force them to establish the size of the world, and allows them to pull new continents out of Schroedinger's ocean. However a globe wouldn't actually force them to establish the size of the world or rule out the possibility of more continents, the globe could be written off as "Tyria according to contemporary cartographers" rather than "an accurate world map of Tyria". -- Gordon Ecker 09:33, 15 May 2008 (UTC)
- Spherical map do not mean limited space more then a pyramid, a cube or a simple plane. --Bob 08:30, 15 May 2008 (UTC)
- I like this idea. And i hope its something that would be added because in guild wars 2, its full map travel- free world. And map-traveling to get to another map would be pointless. *spins globe*63.228.52.226 03:48, 14 May 2008 (UTC)
Interactive changes
Reading through this page i have come across many people churning out these great ideas, most of these influenced by other games, from WoW to Diablo II. A common feature is player interaction, character mobility and such. IMO GW2 should have a similar system to the fable series. Where characters change appearance due to quests given or taken, there is a primary storyline, but many other secondary ones.
- Fable's evolving characters isn't something I expect to see anytime soon in any MMO, much less Guild Wars 2. Imagining the sheer amount of data added to the connection in order to show just half a dozen other player characters online makes my half gig of ram weep. So while it would be cool, no on the visual evolution.
- Now as for the primary and secondary storylines, your suggestion is almost already being implemented. We know, as of the last official update sometime last fall, that they are going to move away from the huge epic storylines with each expansion, and instead have many more smaller storylines. I'm hoping though that at least one story line per expansion could be considered primary. It is nice to have sandbox feel, but having a few big clear goals is important too.--Ryan Galen 17:20, 12 May 2008 (UTC)
Keep Original Character Appearances
Main point: Let us make our characters look exactly as they did in GW1.
I think it's safe to say 75% or more of the community wants to clone at least one of their original characters. I know I want to. And while you may not support carrying characters over, I think that characters should be able to look just like they did in the previous game. Many new games completely abandon original character appearance for 'updated graphics lolz' and other irrelevant garbage. I would still buy GW2 if the graphics were exactly the same. I would probably not if I couldn't use my own characters, whom I have grown somewhat attached to. I'm not going to go into the exceedingly long, twenty-page tirade I have written on my computer about everything about GW that needs to be fixed to soothe the sorely pissed off fanbase and restore balance to the game, but this would be one of the helpful things to attract more original GW players to GW2. --Jette 20:03, 12 May 2008 (UTC)
- That becomes rather problematic when applied to the Norn, Sylvari, Charr and Asura races. However, for humans, I think that's a pretty good idea -- as long as it's not forced. It wouldn't make much sense, lore-wise(about as much sense as a Charr descended from a human; though it could mean a spiritual descendant, rather than a genetic descendant), but it'd still be nice. --Kite 03:25, 13 May 2008 (UTC)
It would be simpler to ask for the same appearence options from all campaigns to be made available on GW2. Also add more!!! Different shades of armour too. --Dez 20:28, 13 May 2008 (UTC)
- Well, obviously there would be new ones. And the new races would require totally new appearance options. But it would be nice to keep our original character's appearances.
Just for information purposes, 75% of the guild wars community does not think like you. Many people like new characters. Also, the story wouldn't make sense to have the same person 200 years later. --68.42.30.255 20:02, 15 May 2008 (UTC)
Not only that, but to have either the same character, or even same human models is crazy. People's appearances change over times, like for instance, women are less "rough" looking then back then. So, keeping almost any model is kinda a bad thing -Body of Power --71.100.161.193 22:05, 15 May 2008 (UTC)
Interactive Fighting
I really enjoyed the interaction of swords and lightsabers in Knights of the Old Republic, I was deeply disappointed to see that in Guild Wars characters will slice through others though they were holograms. It would be great if a Warrior would hit some sort of Elemental barrier each time they attack a mage, and parry accordingly with another Warrior. Recoil could make up for the times when no physical attacks are happening. Simsarmy 22:08, 12 May 2008 (UTC)
I know what you mean, and expanding it to effects for the different races (as well as monsters) would be cool as well. good suggestion for GW2--Raph Talky 22:23, 12 May 2008 (UTC)
- Get used to MMORPGs buddy, no such thing as interactive past choosing target and watching damage. --Risus 21:55, 13 May 2008 (UTC)
- Yet. Could happen one day. -- Sirius (talk) 13:42, 27 May 2008 (UTC)
- They used to say 'get used to paying $15 a month, it's an MMORPG bud' too. Or 'you picked warrior, too bad you can never learn any healing spells. All warriors get same skills at the same levels, bud. Because MMORPG = copy the last one and never, ever change.' - Elder Angelus 16:49, 10 June 2008 (UTC)
- Yet. Could happen one day. -- Sirius (talk) 13:42, 27 May 2008 (UTC)
Explorable Area Map Travel
I already know some people will dissagree, but it would be interesting to have explorable area map travel, so you can travel to a certain area of an explorable area to make things easier. -Lu Sen
- I think that would make the game to cheap for farming and stuff. — ク Eloc 貢 01:40, 13 May 2008 (UTC)
- Imagine game updates New boss with good booty at map point 23:456 everyone just warps there and kills boss at full life etc and collect booty warp out again. no thanks122.109.43.82 10:34, 16 May 2008 (UTC)
- I think this idea has potential, actually. It would be a mistake to allow unrestricted access to every area in the game, but the ability to mark a certain spot as "favourite" and be able to teleport to favourites at will would be nice. To prevent abuse there can be a limit to the number of favourite areas one can have at a given time, and a limit to the places one can mark as favourite. So, for example, one can mark a spot with a large tree where their guild likes to meet up, but not the area containing a farmable boss. --Mme. Donelle 16:11, 18 May 2008 (UTC)
- Go oblivion style where major areas in each explore area like a cave or shrine etc is travable but not anywhere you want and only after you find the place for the 1st time like (found shrine of bla bla)so then you can warp there from then on. 122.109.252.43 16:53, 28 May 2008 (UTC)
- I think this idea has potential, actually. It would be a mistake to allow unrestricted access to every area in the game, but the ability to mark a certain spot as "favourite" and be able to teleport to favourites at will would be nice. To prevent abuse there can be a limit to the number of favourite areas one can have at a given time, and a limit to the places one can mark as favourite. So, for example, one can mark a spot with a large tree where their guild likes to meet up, but not the area containing a farmable boss. --Mme. Donelle 16:11, 18 May 2008 (UTC)
- Imagine game updates New boss with good booty at map point 23:456 everyone just warps there and kills boss at full life etc and collect booty warp out again. no thanks122.109.43.82 10:34, 16 May 2008 (UTC)
The one thing Guild Wars 2 Needs
You know what guild wars 2 Needs? ......MORE COW BELL!!!
- Uh... no? Organgrinder 15:01, 13 May 2008 (UTC)
- I guess someone was always going to say this. --User: 18:38, 13 May 2008 (BST)
- MOO MOO secret cow lvl where cows fight you rofl "sorry couldnt resist" Gow Czar 02:56, 14 May 2008 (UTC)
- it always needs more cow bell. No Exception.
- Cows FTW! I wand a cow-race in GW2! no birdlike, feathered tengu or cute furry and fuzzy kittens that play with fire. I wand COWS! Lords of the Milk, Keepers of the Udders, Spreaders of the holy word of Moo! --Dragonstorm|Talk 23:00, 21 May 2008 (UTC)
- i believe its spelled cowbell (but im probably wrong), and whats with all the posts that are just for attention?
- Cows FTW! I wand a cow-race in GW2! no birdlike, feathered tengu or cute furry and fuzzy kittens that play with fire. I wand COWS! Lords of the Milk, Keepers of the Udders, Spreaders of the holy word of Moo! --Dragonstorm|Talk 23:00, 21 May 2008 (UTC)
- it always needs more cow bell. No Exception.
Another Armor Suggestion (Minor Secondary Runes) PVE only
- As you are all undoubtedly aware, after Ascension or equivalent, you have the option to switch your secondary. From the skill page you can swap back and forth freely between any secondary after the first time you run the profession quest or pay the trainer. The same is true for your Heros. I know I use this all the time to create specific builds for specific quests.
- SO would it hurt to be able to equip a set of armor with minor runes of the secondary? No headgear bonuses. When you swap secondaries, you loose the bonus if it does not match. (i.e. no Derv rune of minor scythe mast on your W/Me) The way i see it, you would not be able to equip a profession specific attribute. Runes of Minor Divine Favor, Energy Storage, Fast Casting, Expertise, Soul Reaping and Strength would not work for your secondary.
- You could build suits of armor for specific combos. Just like now with Radiant/Survivor/Vitae insignias and runes. An Me/N could benefit from a single Minor Blood rune, or a Mo/W with plus one bonus to Swords.
- YES this could make PVP a living hell to balance. which is why i suggest it as PVE only. Then again... it would make it less predictable. At least for a while... (Monkenstein)
Guild Roster
This was suggested by my old guild leader (Now I lead him), his idea was to have more available positions, as 3 (Leader, officer and members) can get a bit boring. I was hoping for more ranks as it gives members more of a reason to do their best in the guild. Too many ranks would be a fail though imo. So I think GW should create 7 ranks, and have another tab on the 'Guild' menu about ranks, where tick boxes are used to highlight the positions they want available. If you understand what I'm saying... Lt Death 16:32, 13 May 2008 (UTC)
- I'd like to second this bid for more titles, it would be nice if we could name the titles ourselves too. I'm just going through a complete re-structure of my guild which will lead to 3 levels of members and 2 level of officers and, of course, the leader. So, this would really help to allow GW2 to represent my guild as true as it is on my forums. --User: 18:37, 13 May 2008 (BST)
- I dont think this would be such a bad idea . it would help structure and people could see that there status is moving up in the guild Gow Czar 02:59, 14 May 2008 (UTC)
- It would also be cool if you could costomise the names of the ranks. Like if the leader wants to be called King or General or something and wants his members to have military style ranks. King Keberos. 16:44, 14 May 2008 (-4 UTC)
- /agree with keberos. You should be able to make your own position names as long as they had definite levels of superiority and in brackets the original name. e.g. Commander (officer) 121.208.172.69 09:03, 15 May 2008 (UTC)
It would also be cool if you could make your own ranks for help needs. like a guild salvager so if anyone in the guild needs raw materials they know who to ask, or rune collecter(just ideas) --68.42.30.255 20:04, 15 May 2008 (UTC)
I'd like to see the ranks not only with customisable names, but also with customisable privileges. For example, the ability to invite guests, invite members, invite allies, kick lower ranks, kick allies, promote people who are below you, use alliance chat, use guild chat, visit alliance halls, modify guild halls, change capes, change status messages, etc., are all guild privileges. It would be nice to decide how many ranks you want and what those ranks can do. Guild ranks could possibly be shown in game too, either as titles, numbers against names, badges, medals, etc. And of course, we need alliance status messages, for how else are we to organise events, explain changes etc? This is Guild Wars so much more needs to be done for guild and alliance organisation. --Vana Runedottir 02:02, 21 May 2008 (UTC)
they should atleast have a vice leader
Guild Hall Improvements
For GW2 i want guild halls that have more options.
- Merchant Advantage. Yes we can buy all of the major crafters and traders, but you get that in just about every friggin town and most of the outposts. How about a materials trader that sold at 5% below and bought at 5% above market. (But you cant trade these materials with a town trader) Makes for better cost for crafting, but won't let you sell or trade them with others, so you cant turn it into a stream of revenue. Otherwise why bother spending the bux to get a Merchant in your guild hall? Prestige, that's OK, but if it had some tangible value.... Perhaps bought on top of the merchant at an additional fee. Guild buys up the percentage. (to a max of %5 or so).
- Guild Weaponsmith and Armorer how about letting the guild buy a crafter (skins set by the leader from a selection) that can craft armor/weapons as defined by character level and profession. Not elite Armor, just a predetermined selection from 3 or 4 basic skins all automatically customized and unsellable. The % descrease in price as mentioned above could apply. Making it marginally cheaper for a guildy to get the same armor he could get elsewhere. But the team uniforms could match. (ok, not all that good)
- ARTIFACTS Add things to the guild hall (Decor and other things mentioned before in other posts) but what about things that give a bonus to all of your guild members (small increase in health or energy regen or slight increase in damage) To be effective PVE-only. I don't know what that would do to PVP. it could be Quest driven. If members of a guild complete a Master Quest or a series of quests (like the black moa chick scavenger hunt) to build/create/release/steal the magical and ancient sandal of Dwayna for their guild. (this,little known artifact grants Dwayna's Breeze _-1...-100% foot odor for 2...13 Seconds) or whatever.
- Displays like the hall of monuments, but for the group. PVP Trophy's would be displayed with the team names for all to see as long as the guild exists. PVE quest rewards displayed similarly. names of guildies who completed the quests on the display. (you can add your name if you finish the quest) This is a source of game longevity as well. you can always add a NPC with a new quest to finish without major expansions, or have new festival theme quests for guilds every year. "How can your all be full? they just added a new quest to rescue the fishmongers wife from the undersea world of the Deep Scales?"
- Optional layouts. The theme dictates everything about the hall from size to layout, if we cannot have different sizes. How about different layouts from the same theme. or theme and layout as two separate options?And why not smaller Guild Halls? You could always trade the map to the larger version for 8V8 guild battles. or open other spaces when the guild gets larger than X.
- Rooms, People have talked about homes and towns for players. maybe a mid-point would be to have a Room in the guild hall for each player in that guild. One common "Dormitory" door in the guild hall leads into everyones separate room. these could contain many of the features requested in other posts, additional storage, decor etc...
Some great ideas there, I'd like to see a guild storage. One that the members can see but only the officers and leader can take out and put in. That would save the countless number of guild storage characters that have been created. Also, some interective items in the guild hall like a long table and chairs that you can sit at for meetings or just general chit chat. --User: 09:16, 14 May 2008 (BST)
Oh!So smart!My idea is amazing though what if we could design are own guild halls with objects and tools on a GW2 side-site and add it for are use or even save are design to the canthan ambassador for others to use!WE could use trees,water,sky,height,texture,building imports,builing peices and more tools!Oh and dont forget the original halls for people who dont like change.:The Cricket:
Army PvP (Improved)
Armies of about 100 players (100vs100 or more) battle in a large scale battleground to control the most points over a period of time. The map is large(about the same size as an explorable area) and battles last a month. Players can freely join matches at anytime and leave at the same ruling as changing districts in Pve (when there are no enemies nearby) Players basically co operate to capture points on the map in order to score points. These points can be re captured by other teams however. As points get closer to the other faction's war camp the points become harder to defend and enemies spawn nearer them in order to give the game a better balance. The losing team(s) will also be given a buff of faster energy regen as well as other possible things. PvE players could be encouraged to join either by surrounding each battle with a storyline or giving a cash insentive. The real idea is not to have players playing for longer period, it's to have tehm playing more often as they can just jump in, get paid for ighting and jump out.. although it's a little more complex than that. Of course the battle would include Seige weapons and general cool efects to make the match more interesting and strategic and AFKers would be delt with by a timer system and having their accumulated rewards from that session taken from them.
Capping in AB is boring, IMO. Mass teams has been sugested already and near enough promised for GW2 - i do hope they introduce an actual war where once you die, you're dead! Can't respawn. Last man standing so to speak. This way it takes more strategy and organisation. --Dez 20:35, 13 May 2008 (UTC)
- Having no respawn worked really well in Fire Emblem to create a need for planning and thought, but trying to encourage a similar level tactical play in GW would probably only end in tanking builds and general boredom once noone can die. 71.31.149.63 20:33, 13 May 2008 (UTC)
- This is a great idea IMO. I'd love being able to join a massive fight (MM/corpse bomber ftw!!!!) and just leave whenever I need to. --Risus 21:56, 13 May 2008 (UTC)
- Having a battle continue for a period beyond the time the game advises you to take a break is probably unwise. People might try to stay on for the whole thing. However a large battle would be interesting although over time a lot of players probably would become away from keyboard, clogging up the battlefied. Pious Grallatorian 17:49, 16 May 2008 (UTC)
- yea just think of the lag
I fully support the idea with the exception that it focuses more on fighting so it doesn't end up as a big Alliance Battle
- Pious Grallatorian, it should probably be noted that a lot of things in game can take multiple hours...(elite missions with in-experienced teams are just the tip of the iceberg here...) so that' point is kinda irrelivant. I like the idea mentioned before about this taking place in Snake Dance or something =D --Srakin 00:55, 11 July 2008 (UTC)
24 Hour Character recovery
Pretty simple request-24 hour "Graveyard-ish" area, can store one PvE character that's been deleted in the last 24 hours, to help accidental deletions. After 24 areas, the area is cleared, so not to have an essential extra character slot. -Warior Kronos 19:59, 13 May 2008 (UTC)
- Good idea, but isn't that why we have to type the person's name that we are going to delete to prevent such accidents? The Cabal Stalk Me! 20:13, 13 May 2008 (UTC)
- Evidently some people delete characters while they're drunk :p Friar Khan 20:39, 13 May 2008 (UTC)
- Or just when extremely tired--I know that it is possible to simply type the current character's name out of habit... -- Frozzen 20:40, 13 May 2008 (UTC)
- Drunk or tired + guild wars + instinctive typing of character names = deleted monk xD-Warior Kronos 00:22, 15 May 2008 (UTC)
- Or just when extremely tired--I know that it is possible to simply type the current character's name out of habit... -- Frozzen 20:40, 13 May 2008 (UTC)
- Evidently some people delete characters while they're drunk :p Friar Khan 20:39, 13 May 2008 (UTC)
One, who plays video games while they're drunk, two, I think if would be helpful if when you delete a character, all of his/her items are put in storage just in case. Several times I delete a character, forgetting that they have like 15k on them. --higgin3 20:06, 15 May 2008 (UTC)
who plays video games while they're drunk this guy right here :D, but yeah something to tell you that this character as some item and money on them before you delete them would be nice--Metal Sazz 21:36, 15 May 2008 (UTC)
You guys are missing one giant benefit from this. Think about what were to happen if the account was hacked and the person deleted your characters. With this suggestion, you could recover your characters if you were to retrieve your account with help from Anet's customer service. With this in mind, I believe it's best the time you could recover characters be extended, I don't really know how long it takes to recover an account but if the account was hacked while you were away from gaming (unaware of the hack) and don't log in for a few days, I find it best the time you could recover your characters be a bit longer than just 1 day. Verix 16:48, 18 May 2008 (UTC)
Just wanna add this in- Playing GW drunk while drunk in game = Crazy Awesome.
You shouldn't be able to delete a character that has anything not customised on it, to avoid loss of forgotten items. --Vana Runedottir 02:06, 21 May 2008 (UTC)
2 Random Ideas: Snowboard Mounts and Survivor Title Modification
First off I have to apologize for not having time to search through to see if these suggestions have been mentioned before, that said, here goes a couple random and unrelated ideas...
1. Snowboard Mounts I think it'd be a lot of fun if there was a persistent area or two that had temporary mounts that simulated snowboarding/sledding down a mountain. This idea is, of course, very similar to rollerbeetle racing with the proposed differences being: (a) Some snow mounts could be for speed racing (in controlled instanced areas) while others could be for casaul fun/practice or performing tricks (in persistent areas) (b) Greater velocity, greater course size (c) Snow!
2. Survivor Title Modification
This is likely to have been mentioned before, but I think if the Survivor title exists in GW2 then only XP from missions and non-repeatable quests should count toward it. In it's present form it's usually mostly just evidence that the character has done a lot of Eye of the North farming.
Friar Khan 20:37, 13 May 2008 (UTC)
- How it was done before EOTN then? There is always something about survivor, it either too easy or too hard. I would not mind if that title dont return in gw2. I cant help it. I must get it but it slow me down. --Bob 20:54, 13 May 2008 (UTC)
the snowboard mounts it a good idea. it would add a more 'free' feeling to the game
- no... no snowboarding... what would it be like? rollerbeatleracing?... I'll agree to it for festive events... but c'mon guys!Zeph 01:47, 2 June 2008 (UTC)
Customizable Skills
I think an idea for even greater build variaties would be skill customization. You get one per bar, and get a certain number of effectiveness points to use on it. If you open up another menu, it displays effects, energy cost, casting times, recharges, damage increase/base, etc., all at the cost of points. The better you make it the more points it costs. This would make the game very fun and make a skill that suits your needs.
Also, to prevent overpowering skills, make certain recharge limits etc for certain professions. High energy low recharge powerful skills would be exploited on Necromancer equivelents, so make the max energy cost 10 and minimum recharge 7 or something of the sort.
An idea would be: (this is very short, the list would be much longer)
100 Points Left
(use normal GW1 attribute point buttons here)
1/2/3/4/5 Casting Time- 3 sec/2/1/(3/4)/(1/2)
1/1/1/1/5/10/15 Recharge- 60 sec/45/30/20/10/5/1
1/1/1/5/10/15 Energy - 25/15/10/5/1
1/1/1 Range - Touch/Half/Full
5/10/15 Daze- 3/5/10 seconds
1/3/5 Bleeding - 5/10/20 seconds ETC. --Risus 22:06, 13 May 2008 (UTC)
- Nicely handled idea, but it's not so well shown here... Just not interesting and probably won't be used, because GW has many great and fun skills made by professional designers, and I hope they will keep it up in GW2. Perhaps, if you give an imagination of this idea in work... Still, great suggestion, but needs alot of thinking around it. Ratys 14:27, 14 May 2008 (UTC)
That would be awesome like every level you go up you would get like 1 or 2 costomiziable skill points and you would already start out with 5.that way if your level 7 you can't have a skill that would destroy a level 21 and the better your level the better your skill which would be a great solution to people having these crazy skills at such low levels so for first he'll have a weak air spike doing a bit of air damage then a couple levels from there he'll get some more points upgrade the damage and stun the enemy for a short period of time and a couple more levels from that hell use more points to make it do more damage stun longer andfrom the it will start to ignore armor more and more every time you upgrade it. also the more upgrades the more it exhausts you but when you maxed out the skill this will be a one time thing you can lower the energy consumption by a couple of points.Also when your done creating your skill there will be an animator button pop up when you click on it it will place you in nowhere land next to an enemy that wont attack and you'll get to put your skill to the test. first you hit the skill button and now you get animating for me i will jump up hit a save move- ment button that is on a tool bar somewhere and then i will pull out a sword press the save movement button next ill move my figure down on the enemy pinning him to to the ground causing a week earthquake ( asuming im at a lower level)and when im done that ill hit the save movement button and somewhere else on a toolbar ill hit a view all movement button showing me all of my ovements in action. finaly ill hit the test skill button and ill test it on a real live enemyif i like it ill save it and if i dont i'll go backand start re-animating it.every time you get more customizable skill points you can start reanimating the skill to change it now that you have more skill points. ps- every time you animate the skill you can only make the character do actions that you purchased with the customizable skill points so you wont be able to make your sword shoot out lightining unless you bought that- cabbagepatchman (it might be 1 be or 2 b's in cabbage i dont know the only reason im writing this is cus i wasnt signed in when i wrote this)
How about
Forget making GW2 a free WoW, and actually make it Guild Wars. 80.193.1.106 23:31, 13 May 2008 (UTC)
- Thank you!!!
- Noone is going to make GW2 a free WoW! It's just a silly thought of those who fear applying any changes - but we don't want GW2 be the exact clone of GW1, huh? As already said, some radical changes will be applied, but they don't scrap anything we like GW for. And many "minor" changes that follow not needed to play concept, so if you want - you use them, if you don't - you aren't forced. Man, how tired I am of saying that hundreds of times... Pretty pointless "suggestion" Ratys 14:33, 14 May 2008 (UTC)
- Let's see... higher level cap, normal maps not being instanced, instances for missions and 'dungeons', worldwide PvP... Sounds a little too like WoW for my liking. Napalm Flame 21:32, 14 May 2008 (UTC)
- Noone is going to make GW2 a free WoW! It's just a silly thought of those who fear applying any changes - but we don't want GW2 be the exact clone of GW1, huh? As already said, some radical changes will be applied, but they don't scrap anything we like GW for. And many "minor" changes that follow not needed to play concept, so if you want - you use them, if you don't - you aren't forced. Man, how tired I am of saying that hundreds of times... Pretty pointless "suggestion" Ratys 14:33, 14 May 2008 (UTC)
--90.199.200.103 15:24, 20 May 2008 (UTC) how about new elite forms like what the dervish have, but have them different ones on each profession that are non attribute skills like eg shadow form [assain], undead form, vampire form [necroomancer] hero form, heavy armoured form [warrior] spirt form [ritualist] light form [monk] lots of different beast forms rangers, illusion form [mesmer]fire,ice,lighting form [elementalist]angel form[paragon] and reaper form[dervish] all of these are on u all the time changeing ur look and strenghing ur skills or perment speed up,chance missing attacks or spells, armour and weaking you to certain types attacks or or skills or slowing you down. and haveing male or female forms of them for male or female players --90.199.200.103 15:25, 20 May 2008 (UTC)
- no forms... this is going to be GW! it better be GW! if it doesn't boast of the same environment, where you actually have to plan certain elements, there are no uber skills, it is GW! the best MMORPG EVER CREATED! do not stray soo much from this. btw... no forms... that will go too close to the Uber skills GW is known for irradicating... and how would the dervish be special... what? would there be normal skills, elite skills, then... I dunno... an uber skill, an uber form skill, some spell that somehow blows up the computer, one that gives the player a migrane from the flashing lights, and then one that makes all of them turn into little pink flying monkeys for boys and green bunnies for girls that fly into a pen that resembles the chao garden from sonic?Zeph 01:54, 2 June 2008 (UTC)
- I bought GW recently and i don't see anything wrong on it. Well except maybe the music. The thing with GW is that it's a unique game. I can play it as a typical RPG alone, or i can team up with friends/guildies and go explore out there. I had played quite some MMOs for some time (Rubies of Eventide for 2 years, Dofus for 6 months, WoW for another 2 years) and what makes GW unique and more fun for me is that the world out there is instanced. I don't have to fight with other people to get a quest done or get some nice drop. I think it's wiser for ArenaNet to satisfy its existing customer base, than trying to compete with other MMO titles which pretty much sum up to grinding/no main storyline/competitive gameplay. So they should focus on their unique features like instanced world, no grinding, cooperative gameplay, balance between a linear/branching main storyline and nonlinear side quests. They could update the graphics/game engine though to keep it up with other MMOs. Music needs some work anyway (and inspiration/theme). The interface could use some work too in order to provide more info to the player and become more usable/newbie friendly, maybe. Another idea is to let the interface be modable. Also some naming conventions could become more user-friendly like insignia/rune/weapon upgrade/armor upgrade etc etc. At some point, being a newbie, i got really confused about all this terminology GW uses. Nothing needs to be dumbed down though - and it shouldn't. Just choose better words for some things and maybe include some of these things in the tutorial. Or some advanced tutorial you get to do later in the game at lvl 5 or something.
I have to agree about lvl cap staying the same. the whole point of GW is that there are a billion things, like the many title trackes and prestige armour, to spend ages maxing out. Don't make leveling one too! Maybe a lvl 30 cap, but 40 should be the absolute max, and inf levelling, even if the benefits decreased, would ruin the game by making it a constant fight for higher lvls. We have title tracks etc. to fight for, we don't need infinity leveling. - Michael, 22:41, 11/06/08
Players ratings, players histories, and/or other ways for players to evaluate each other
The general idea I have in mind when writing this is to give players ways to quickly get an idea of how other players will act, what they are like, etc. before joining a group, or right after joining a group, to help avoid pains in the rear, see if someone is at least friendly and likely to play o.k., see some player skill, etc. Since there are a lot of players in the game that people will likely see only once or maybe twice, friends lists and ignore lists seem a bit limited in terms of finding good players to play with, and avoiding worse ones.
Some ideas for this (meant more as example ideas than something to actually include):
-Save all chats from the last, say, day of played time in groups.
-Save a completion/non-completion record on characters, along with time played. (Time played is included to allow people to make the "new vs. noob" type distinction).
-Have players evaluate other players after a group. (This would take some time, of course, but if done right the evaluations would tell other people about how the player acted.) Older evaluations would slowly decay to neutral, so that if someone changed a play style they would not get stuck with an old one.
-Record things like damage prevented, damage dealt, interrupt percent, etc. (again, probably with played time). This is probably the weakest one, since it doesn't cover a lot of team work skills that are quite important, but it does provide some sort of way for players to evaluate each other, and possibly make personal improvements.
In general, though, the suggestion is for ways to make it easier to group with players that someone will want to group with, without having ot personally know the other players.Tambora 23:45, 13 May 2008 (UTC)
- Some ideas are just great, like player's favorite play style indication. But others are partially an invasion of privacy and will cause a lot of player blaming or other such things. Like, "your profile says that youre total noob on interruptions and have crappy survivality so we wont accept you" and so on and so on... Maybe it's just a misunderstanding, explain better then. Ratys 14:42, 14 May 2008 (UTC)
- I agree with Ratys, it would lead to player discrimination because Mr. X's profile says: "he doesn't cause much damage", "he doesn't heal party members much" etc. If it is looked at well by developers, it would be a great feature that I would greatly enjoy, for self-evaluation and avoiding leechers and such. Rip Attitude 78.25.240.129 15:08, 14 May 2008 (UTC)
- I would like to have something like Tambora described, but only in fixed situations like missions & tactical PvP. I don't think it would be that hard to code as these features already have an obeserver mode in GW1. This would help in recruiting (pug then invite) and in keeping up with meta - a quick statistical overview can cut down the time needed for tracking individuals in observer mode to see how good they've been against an oposing team.. and yeah I'd like to have statistics about the other team - maybe not as detailed. SamoK 07:47, 12 June 2008 (UTC)
Fire! It Burns!
I was thinking it would be interesting to have Fire as a targetable environmental effect that can grow. I sorta got this idea from the way Oozes work, in that they can multiply. What could happen is that a fire could start, and over time it would grow larger, and at a certain point it would begin spawning smaller copies of itself that would also grow. Fires could only be put out by tossing water buckets or using certain AoE skills (like say Water magic). Uses of this kind of fire would be entertaining in dungeons and missions, but could also be an element in certain PvP settings, where maybe you could set fires either as a destructive element, or as a distraction, or simply to block or delay a path. I would think a fire of this kind, though, would be harmful to all who approached it, allies and enemies alike. Patrickvp 23:56, 13 May 2008 (UTC)patrickvp
- So basically, fire elementalists get a skill that creates a wall of flames. Nah. Napalm Flame 12:14, 14 May 2008 (UTC)
- Who is to say it couldn't be used for quests and such? Perhaps it just wouldn't be good in player hands. Drago 13:20, 14 May 2008 (UTC)
- You can simply add same effects to anything to balance this. Like sharp crystal shards out of the ground for some earth magic, damn strong chain lightning breakout that can harm everything for air. Or other professions - plague-like thing for necros that corrupts land you standing on or a powerful summon that is hostile for everyone... Make magic dangerous! But those effects have to be easy to get rid of - fires easy to extinguish, plague easy to banish, to prevent really tough disbalance. Think of ele placing a crystal wall behind his party so hinder raging monsters they are being chased by? Or a nec making plague ring around him to win a few seconds for a selfheal after deciding being plagued rather than torn to pieces by some critter ^^ Makes players think more about how to use advantages and disadvantages of situations and skills properly, and that's really interesting. This idea needs alot of work to be viable, though. Ratys 15:07, 14 May 2008 (UTC)
- Who is to say it couldn't be used for quests and such? Perhaps it just wouldn't be good in player hands. Drago 13:20, 14 May 2008 (UTC)
- I'm not sure about it being a skill for players. As an example, I was specifically thinking of something like a fortress siege, with the enemy hurling fireballs into the city. The fireballs could catch certain areas on fire, and the people inside the fort would have to deal with it somehow. For player use, yeah, a skill probably wouldn't be a good idea, but maybe there would be an object you could carry and drop that would start fires. Of course, this begs the whole question of why a fire Ele's spells WOULDN'T catch everything on fire (besides the obvious reason that it would be overpowered chaos). Patrickvp 17:47, 14 May 2008 (UTC)patrickvp
i have a toataly random idea but a pyromancer should have a buff skill so he can be on fire but not burnt by it like jonny storm from fantastic 4~~GAZZ3R~~
- Reminds me of an idea I had for Elementalist form skills, one for each element. Form of Fire, Form of Earth, etc. Not sure what the effects would be, but buffs along the same lines as the Dervish forms but in flavour with that element seems fitting. --Valentein 00:17, 15 May 2008 (UTC)
- I think we have these skills but not the animation to go with it. The first suggestion sounds like Bed of Coals with harm allies, increased duration and a chance for a Water Elementalist to extinguish it with say Deep Freeze. I think Crystal Wave is mentioned next with a jade wind effect, buffed animation for Arc Lightning or Lightning Surge, parasites for Death Nova, Tainted Flesh plague rings and so on. I think that the Honeycomb drop effect that can be used by anyone or urn drop effect say Destructive Was Glaive was referred to later on the 14th of May combined with catapults found in Ascalon. The latest idea sounds like Burning Speed without Spontaneous Human Combustion. The Form of Fire could be Flame Djinn's Haste, Form of Earth could be Obsidian Flesh, Form of Air could be Storm Djinn's Haste and the Form of Water could be Mist Form. I don't mean to give a condiscending tone, the GW team liked them enough to put them in the game and I like using them too. I think that the problem of animation for now over a thousand skills for GW1 is the main reason for them not being in the game, compatability between DX8 and DX9 video engines being another, hard disk space being another.
- I think that enhanced animations for skills could be a feature accessible to owners of higher end machines as a bonus pack or in Collector Editions if synchronisation was an issue, development time is definately a big one but it could be downloadable as skill balance updates were made available. The animations would have to take the same time to go through as the generic version but as DX9C is the base version of GW2 (long live Windows XP) the overall artwork quality will not be in question. I hope that the Development team can successfully make DX10 features not run like a pig compared to DX9C versions without crippling DX9 like current developers are for Vista fanboys. --Don Knowall 18:22, 18 May 2008 (UTC)
I think that fire should spread kinda like how you stand to close to certain Titans
Tailoring collectable armor drops...
I think an interesting alternative to buying armor would be to be able to customize a dropped enemy armor for yourself. For example, say you kill a Charr, and he drops a chunk of armor. You could take that armor to an armorer and he could create a version of that armor piece for your character. Or maybe only bosses would drop special armors chunks, and they could be very rare. I suppose it would be similar to how hero armor can be upgraded with armor remnants, but this would be for your character, and it should only be one piece at a time. In any case, adding a "scavenger" element to building armor might be fun (and could create a whole new market for rare armors). Patrickvp 00:09, 14 May 2008 (UTC)patrickvp
- Somewhat good idea, synergy with many things suggested. Say you also need to bring additional materials and a chunk of gold for that crafter to do the work. Ratys 15:13, 14 May 2008 (UTC)
- I suppose, being an armor that a baddie drops, perhaps it could be randomly damaged (I mean, you have been hacking away at him), and depending how damaged it is, the more crafting materials you would need to help get it for your character. This could add an extra unexpected element to armor collecting, at least until everyone has stacks of all the materials at hand... Patrickvp 07:01, 16 May 2008 (UTC)patrickvp
ROBES!!!=
Freaking "A**" man!!!! i want a freaking robe on my mage not some dumb skirt or skin tight shirt! and totally make ele skills look better, they are wayyyyyyy lame. =D
- u could also implement the capes to look bigger, my derv looks like e tied a homemade tablecloth around his neck.-Shanghi Ranga
- A robe would be amazing..for all proffessions. -- Silverleaf 08:35, 14 May 2008 (UTC)
- Yes, there is defenitely a need in new armor/shades skins for everything, including guild cape... And, it have been suggested somewhere to add an ability to make more symbols of representation for your guild and titles even, like an emblem printed on your shield. Ratys 15:19, 14 May 2008 (UTC)
- A robe would be amazing..for all proffessions. -- Silverleaf 08:35, 14 May 2008 (UTC)
i agree...robes and longer capes
- Guild Robes? -- Silverleaf 16:20, 14 May 2008 (UTC)
- The idea of longer capes im totally for they are way to small now maybe another idea is to make a weapon crafter or so in the guild where you can craft special shields and weapons with a special symbol of your guild on which the guild leader can change--Prince Grazel 19:35, 14 May 2008 (UTC)
- How about Guild cloaks and tabards? so you could wear a cloak for say elementalist, a long cape for derv and a tabards for warrior. but like you would get a choice about which one you wanted to wear. Another thing, i like my guild and all but i hate my cape. i would really appreciate the ability to design my own cape/tabard/cloak/robe. not some crappy rag made by some teenager.
- The capes definetly need to be longer. King Keberos. 16:52, 14 May 2008 (-4 UTC)
- ugh... robes... nuff said
- IIRC, one of the BMP charachters had a long cape, and it looked pretty cool. 71.31.157.150 20:06, 16 May 2008 (UTC)
I've always liked the size of Prince Rurik's cape, it would be nice if they added a numerous amount of size options ranging from the current smallest to a new large in the future. Verix 16:30, 18 May 2008 (UTC)
i like the idea of capes im kinda thinking like on Lord of the Rings (which i am watching now btw!) when Frodo and his cronies reach Bree in the first movie and Aragorn is sitting in the corner all creppy like with a hood cover his face and giving him a very mysterious air about him! i think it would be very cool for me to be able to customize my character like that no matter the class! this also gives the game more of a world like feel also it could be used for RPing which i dont do but somone has to think about them!~RedRabbit
Scrap world PvP
Keep PvE and PvP separate, us PvPers in GW are sick of PvE scrubs in our PvP, so why the hell are you supporting these PvE tank scrubs in our RA/TA? Napalm Flame 12:09, 14 May 2008 (UTC)
- World PvP isn't such structured PvP like RA or TA, and will partially drag the "tank scrubs" out from arenas, so you need to pray for it rather than blaming. Ratys 15:22, 14 May 2008 (UTC)
- Yeah, but we get this shit instead of arenas. Napalm Flame 21:29, 14 May 2008 (UTC)
world pvp will be there anyway, and it will be nice why would you want a lame pvp character anyway?
- Scrap the PvP only character only insted. Have the PvP scrubs work thru the story line so they stop complaining about PvE scrubs doing PvP too. --Some PVE scrubs that also like PvP
- PvP scrubs? Hah, you're pretty fucking fail, aren't you. Napalm Flame 21:29, 14 May 2008 (UTC)
(do not use foul language it isnt needed or tolerated)4.71.197.250 15:15, 17 May 2008 (UTC)
- Blow it out yer ass, I want my profanity LOUD AND PROUD! FUCK YOU, GOOD SIR! =] Owut 18:31, 22 May 2008 (UTC)
Just to close this, PvP characters aren't lame, they mean you don't have to play a dhitty, repetitive, boring storyline against even more fail, shitty, boring mob AI for fucking ages in order to get a weapon or a certain inscription for your PvP weapon, then farm gold for armor and runes for PvP, repeat about a HUNDRED fucking times for your various (and in my case NUMEROUS) weapon sets, and then do that some more for more armor and runes. I don't want to spend a fucking month in order to GvG as a different profession, or just to play a different profession in PvP.
As for world PvP instead of arenas, since we aren't actually going to get arenas, there's going to be even MORE shitty tank noobs. And before you say 'Go to TA', The only GOOD thing about RA is that you don't have to get friends who are actually decent in order to stand a chance against decent organised teams, since everyone in RA is random, and almost guaranteed to be shit, so it's shit vs shit. As almost every person you see standing about in TA is also about as thick as a redwood tree's trunk and is about as powerful as an aloe seed, I'd like to see someone try to get together a bunch of people from there to go up against vD when they are in TA. Napalm Flame 21:39, 14 May 2008 (UTC)
- I have to ask, do you actually know that "we aren't actually going to get arenas" and other things you assert that you know about Guild Wars 2? -- Frozzen 21:51, 14 May 2008 (UTC)
- Elitist attitude...PvE hater...sounds like an IWAY elitist fame farmer to me...-Warior Kronos 00:25, 15 May 2008 (UTC)
- Yeah, too right, except IWAY sux and so does HA. GvG ftw. Owut 21:13, 15 May 2008 (UTC)
- Elitist attitude...PvE hater...sounds like an IWAY elitist fame farmer to me...-Warior Kronos 00:25, 15 May 2008 (UTC)
Napalm Flame do you realize that the main pvp in gw2 will be separate from pve and the current pvp style we have now where most or all pvp spell attributes are going to be separate from pve and specialized for pvp like flame in pve does 8 damage and 5 recharge and 6 cooldown in pvp it may do 12 damage with 6 recharge and 3 cooldown also there are going to be lots more specialized pvp areas like arenas etc and as for world pvp its the middle ground if you choose it to be so if you dislike the middle then just stick to the special pvp areas that are like a special gw pvp version with different atribs etc so to say.122.109.43.82 10:47, 16 May 2008 (UTC)
- They haven't said that, afaik they were doing away with arenas, and just keeping structured PvP (GvG in other words). Give me a citation to what you said then, or I'll eat my words and blow them out my ass if I'm wrong. Owut 18:38, 22 May 2008 (UTC)
- Well as per the latest update they are already starting to move to 2 skill sets in the current game as a pve version and a pvp one and more pvp only arenas etc well we know its going to happen anyway so there you go. 122.109.252.43 12:41, 23 May 2008 (UTC)
- in Cantha, the successor of emperor Kisu defeated the Kurzick and Luxon factions and reunited Cantha under one banner.
- ->World PvP is the new AB
Make crafting less awkward by making prices material-inclusive, with discounts for providing material
Rather than needing to provide crafting material for an armour/weapon crafter, have it that, by providing them with materials, the crafter gives you a discount on the item. The more materials you give them, the less gold you have to spend.
- Basicly you ask to raise price of crafting by adding the cost of material and add a system that auto sell your materal? I am not sure of what is more awkward. --Bob 17:39, 14 May 2008 (UTC)
Think about it! If you got the money but no materials, it just saves you having to go and buy them off the trader first. It's just convenient. PLUS the crafter would be getting his materials directly form the trader, right? So, you'd be saving him money, so he doesn't have to buy a a whole pile of Leather Squares to make your armour!
- Now That would be awkward, very awkward. The crafting price display would need to be much more complicated - to show what is the price reduction for every kind of material. Also remember that material prices aren't fixed - they fluctuate based on supply and demand, so the total crafting price would have to be fluctuating aswell. And no, the total crafting price can't be fixed, because with changing material prices it could lead to absurd situations like the total cost getting reduced to zero. Or if the reductions were also fixed it could only hurt the materials market, stopping materials from getting higher prices than what's the fixed price reduction. The way crafting is now works perfectly fine and is very simple, no need to change it to something unnecessarily complicated and worse overall. Yawg 12:00, 27 May 2008 (UTC)
Oh, one minor thing...
If you're going to bring back (Spirit of) Conflagration (converts arrows to fire damage), I reckon "Fire Season" is a better name, because, after all, it's the time when dry wood catches fire.
Jumping
I understand that GW2 will have jumping. In some games like Wow and even some fps like Unreal when players have the option to jump in PVP they will just jump non stop to avoid damage. I just feel like this overused tactic is not only cheezy boring and headache inducing but also make the battles seem super unrealistic. My suggestion is to have a jumping system akin to the Zelda games where the hero will jump when he has to. Whatever it is you do just don't allow jump spam.
- Or, like i remember mentioned above, a stamina bar that deplets gradually with each jump and that takes some time to regen. Or maybe the only way to regenerate it would be to find a certain environment item, along the lines of a "healing spring" for stamina. Rip Attitude 78.25.240.129 15:18, 14 May 2008 (UTC)
- You can stop jump spam by making jumps to "cast" and "reload" hell slow (for real life), say like 5 seconds before your character can jump again while fighting? Or make a penalty like energy depleting while jumping (instead of stamina bar idea) - that will make jumping more than unpleasant ;) Jumps are meant to get over enviromental obstacles, and when it comes to move over those you're usually finished the fight, so not much disbalance caused. Ratys 15:35, 14 May 2008 (UTC)
- Jumping allow to dodge in shooter because of it physics. If jumping do not affect speed in the ground plane then it wont change anything. One would just lock on target and attack/cast. Jumping all the time is visualy anoying, but soon or later they will realise it not helping. If it has to be limited, i prefere a stamina bar over skill-like recharge. Running consume stamina, jumping consume more. In Ra-like palce, this would also stop runner that never give up. --Bob 17:30, 14 May 2008 (UTC)
- Man, say something on energy bar instead of stamina? Sounds more GW-ish, and kinda balancing. Ratys 17:40, 14 May 2008 (UTC)
- Depleating energy for running? That just worng, stamina bar is better. And if adrenaline stay in gw2 why not also add a adrenaline bar too. --Bob 17:54, 14 May 2008 (UTC)
- Thats a whole lotta bars @_@ How about a nice skill for assasins and rangers and all other athletic classes where you can increse stamina, or even a Acrobatics skill like in TES4 Oblivion!! that would be sweet! where you can flip away from an attacker, shadowstep back in, spike him for 400 dmg and its ovah!!
- Depleating energy for running? That just worng, stamina bar is better. And if adrenaline stay in gw2 why not also add a adrenaline bar too. --Bob 17:54, 14 May 2008 (UTC)
- Man, say something on energy bar instead of stamina? Sounds more GW-ish, and kinda balancing. Ratys 17:40, 14 May 2008 (UTC)
- Quoting myself from some post before: Imagine: | cost: -4 energy regeneration | recharge: 0s | cast: 0s | Stance. While you maintain this stance, you move 33% faster. Ends if you stop or if your energy drops to 0. Exact implementing can be: you always run at normal speed, have "walk" button that can be pinned to "always walk", and you have this like skill. OR just another button with exact function instead of skill? It's just a suggestion, and I would like to see that everyone understands everything about it before saying "no", don't think I'm nasty ^^
- Idea of yours is nice too, I have nothing against it. Ratys 15:38, 15 May 2008 (UTC)
I'd like to see things like double jumps or wall jumps Rebirthofdragon 15:34, 15 May 2008 (UTC)
- GW2 != SSB, Metroid, Mario or the like. While those are awesome games, they are completely different styles, and similar mechanics just wouldn't fit in a GW style game. I imagine that jumping at all in some armor would be incredibly difficult, and wall jumping completely impossible. Can you imagine someone wearing armor like W/ Primeval armor jumping off a wall?
- Actually, there were knights in medieval times that could actually do cartwheels, and jump onto a hose in full set of iron platearmor. - Reubs.
71.31.149.63 19:28, 15 May 2008 (UTC)
- I'm not a huge fan of double jumping (as previously said, there's Metroid for that), but I think double-jumping would look/feel more appropriate for some classes compared to others. E.g. Assassins could double-jump quite believably.Friar Khan 19:30, 16 May 2008 (UTC)
- I think it should not be too hard for them to make sure that there is no real tactical advantage in constantly jumping. Halo did it by making the jump slow, so it was easy for people to track and ended up just getting you killed. Another option would be to keep the target lock we have, so that the players basically don't miss, and especially not with spells, unless there's a pretty extreme difference in position, like with longbows or flatbows on moving targets that are far away.
- Oh, and no doublejump, that's just a crappy way of adding difficulty to a game. (Satanael 08:01, 16 May 2008 (UTC))
- It would be ridiculous if char were able to make 2 meters jumps, like in some other games. The other problem is that if jumping is really usefull to avoid damages, you would be even more disabled when you lag--90.40.122.177 13:21, 20 May 2008 (UTC)
- But, they may also make skill that send someone flying out of the air to the ground after they jump. or ele skils that prevent someone from jumping for a period of time. 'lay adhesive' 62.153.212.94 15:13, 26 May 2008 (UTC)kildo
Simple Government (united guilds) and conquering cities, tax, trade between cities.
Guilds should have their own role like merchant guild, mercenary guilds, mining guilds, hunters guilds. For example, mining guilds and hunting guild collect resources to make items. Merchat guilds or governmets buy resources or items and carry them(trade) to other cities hiring mercenaries from mecenary guilds to protect the supplements from monster tribes, enemy guilds or thief guilds. Guilds should be able to organize a government and the government take taxes from every trades in its own cities. To make more profits and to secure resources, a government should be able to try expand its area by conquering other cities. --Evian2389 11:22, 15 May 2008 (UTC)
- Monster tribes have their own bases and they try to expand their areas by sending their army and attacking players and cities. Guilds can cooperate to destroy monster tribes' bases. It's going to be good events and destroy the invisible wall between low level area and high level area. Sometimes there are abandoned areas where 'nothing to do' but with this idea you can remove it. --Evian2389 11:21, 15 May 2008 (UTC)
- I Like this idea a lot but to grant every guild a city thats kinda crazy maybe that they have to buy the city's that already exist for a minimum of 100 platinum and you can add money to your invested money in the city so no other guild can buy it from you
- Little example: Guild(A)invests 100 pl in city(1) and another 50 the next day
- Guild(B)also invests some money(120pl) in (1)but that isn't higher then the total investements of the guild that owns the city so A still ownz 1
- the next day B invests an extra 50 pl that makes their total 170 so now B ownz the city instead of A but A wants their city back so invest another 50 platinum now they got a total investment of 200 and they are the ownerz of that city again
but a guild can only invest an extra ...pl every ...day(s)
- and about those mining and hunting guild thats kinda cool maybe guilds could own explorable areas too and if there is a mine in their EA they can hire some miners and can also work in it yourself--Prince Grazel 19:46, 14 May 2008 (UTC)
- I don't think the tax concept would be a good idea. Everyone would just go to buy or sell to the merchents in their Guild Halls instead. Nor do I like the idea of Monster Tribes. If they could destroy level barriers, new players would keep dying and quit Guild Wars. King Keberos 16:44, 14 May 2008 (-4 UTC)
- What if you simply made Guild Halls into cities on isles somewhere, with palaces that only guild members can enter. It would remove "cheap" cities and promote trade. If the world PvP system could extend a branch out to this idea, and do a remake of the Alliance battlegrounds with this (with unique cites. of course) then it would give a meaningful (money!!) and challenging purpose to fighting out in the mists.
- sorry forgot to sign 70.144.79.213 21:20, 14 May 2008 (UTC)The Whispering Pine
- P.S. Guild officers and leaders could be the "council" of the cities.
- Interesting concept and it would also be cool if the Guild Leader and Officers could purchace or build Inns or Taverns or something abd the visitors to the city could buy ale there for their Drunkard title if they put it in Guild Wars two and the Guild who owns the island would get a percent of the profit per drink bought. The same thing with merchents and traders. That way the guild would still be able to get money off what they invested into the Guild Hall. King Keberos 22:56, 14 May, 2008 (-4 UTC)
Winning ownership of cities should not just be by simple faction and random assignment, but should involve more player choices. Alliances with enough points should be able to revolt against the existing owners to take control of a city, or to vote in new owners. In order to make that more interesting, the owners of the city should be able to change variable merchant prices there, or charge admittance fees, and funds raised would go towards paying the NPC guards of the city, who defend against revolts if they're happy and fight against the owners if they're not.--Vana Runedottir 03:13, 21 May 2008 (UTC)
- NOOOOOOOOO! TAXES???
New Class - Pankratiast - Hand to Hand MARTIAL ARTIST
New class that deals damage by hand to hand combat. Instead of adrenaline the Pankratiast uses CH'I energy for attacks and skills. Why is the martial artist unique? He can chain multiple skills for one attack; different Skill combinations on your skill bar create different results. So you could have the same skills in your skill bar as another Martial artists but the ORDER of those skills determine the outcome of the attack or skill. Also the amount of Ch'i you have stored the more powerful your attack. Just gotta make sure armor does not look like Karate kid PJ's.
Cause at the end of a long day sitting in a stuffy office or class room, nothing feels better than punching or kicking someone in the face!
--Megaton Mung 20:08, 14 May 2008 (UTC)
- They already have Brass Knuckles in Guild Wars 1 but yea, I would like to be able to fight without a weapon sometimes. King Keberos. 17:03, 14 May 2008 (-4 UTC)
- Unarmed combat was suggested way back for gw1 i think. Unarmed combat is a must for gw2. More then one profession should have buff that grant bonus to attack when no weapon is use. Like a Smiting hand enchantement, Splinter nail weapon spell or Block stance. They can be very powerful because the player would not benifit from the weapon mod. --Bob 23:03, 14 May 2008 (UTC)
Um, skill chaining exists in current guild wars, just saying because it doesn't seem like you've noticed... --higgin3 20:08, 15 May 2008 (UTC)
- umm....i hate the idea of being unarmed. think about it, it wierd if u had a guy with no weapon fighting a guy with a sword (face to face), u would kind of expect the armedless guy to be choped into shreds. so wat would be realistic is to give this profession a stick/ rod. kind of like jackie chan. the ravfour 78
- I like the concept, but I think it should be incorporated into the warrior and assassin professions. -- Gordon Ecker 21:31, 16 May 2008 (UTC)
- I like the idea. However, i think maybe not having a weapon would be an unfair cost advantage. Maybe a monk-like robe but warrior-like gauntlets. And instead of chain attacks, how about being like an offensive mesmer, but melee style- you know, responding to attacks only, not starting them. Like, 'if opponent activates an attack skill, skill is blocked, and this does 5...35 damage and knocks down opponent', or something to that extent.
- Yes I would love a martial artist... but none of this CH'I garbage. If it is added it better not have that Naruto fighting stuff. I say that they have forms, like true martial arts. they have specific chains that count as one move. like move A=two punches and a kick. pre-programmed and programmable moves could be made like this. also if this is added, pressure points for critical hits might be desired... but do not go to chakra or chi or whatever... stick to a proper fighting style!Zeph 22:23, 1 June 2008 (UTC)
- I like the idea. However, i think maybe not having a weapon would be an unfair cost advantage. Maybe a monk-like robe but warrior-like gauntlets. And instead of chain attacks, how about being like an offensive mesmer, but melee style- you know, responding to attacks only, not starting them. Like, 'if opponent activates an attack skill, skill is blocked, and this does 5...35 damage and knocks down opponent', or something to that extent.
(First Time Poster) I like this idea too. I come from Ragnarok. They have monks in there. But they aren't priests. They are ass kicking Sohei (Warrior monks). Just like Shaolin Monks. They are hand to hand fighters. I want something like that to be brought in. What's the point of the monks dance and flex showing their obvious physical prowess when all they do is stand in the back and blast people with energy balls? Well, they had that in RO too. But, that was a badass move. But, I want my monk to be a more of a fighter than a priest. AnubisTheMonk 08:58, 30 May 2008 (UTC) (Hope I got that right)
Dudes I got it! He can learn differnet styles depending on the monsters hes killed. Instead of Monkey or crane style in kung fu you can learn TENGU STYLE or Naga Fist!
--Megaton Mung 21:55, 17 June 2008 (UTC)
Guild Halls.
I heard they might put in costomisable Guild Halls in Guild Wars 2. If this is so then it would be cool if you could buy land in the Mists by making donations to the gods so you can expand your Guild Hall. Then buy materials like wood plants, granite slabs or other materials to make bricks and stuff to build things in your Guild Hall. It would be awesome to build a tower out of Obsidian Shards or make a castle from Granite Slabs. King Keberos. 17:03, 14 May 2008 (-4 UTC)
- If you could, would you please keep the font the usual way it is. Anyways, I think that this would be cool as well since having the same preset guild halls are kinda lame. However, this could mess up GvG, I think, but since I don't play it I really don't know if it does. The Cabal Stalk Me! 20:20, 15 May 2008 (UTC)
- It Would mess up GvG however you could set GvG up as a Siege kindof thing. It would be awsome to have my guild like a city. You could also give them differents styles eg. cities, villages, etc. - Shanghi Ranga
Maybe if each guild controlled a village to start off with. U then taxed the few people there and started using materials to build say a town hall. After a time more and more people come in your guild your village will expand opneing up more consturction options for example a guild bank, castle, moat. then when it comes to GvG why not fight outside the castle on a battelfield between two outposts or something
My Idea's for GW2 pets.
I have a few ideas for the pets in GW2
Idea 1: Pet Skills
Every different pet has different skill's and profession Like Ne Type of Bear or Wolf would be a warrior A moa Would be a Ele Or monk.. a raven would be a necro so on and so froth
and they all have there on set of skills Like bears and Wolfs would be warriors but they both have different skills that you have to unlock by doing quest and talking to pet trainers
Kinda like A Bear would have A Bear Swipe and a Wolf would have a Wolf Swipe Of crouse a bears would be more powerfull but the wolfs could have armor Pen or some thing.
-what if you want a pet not in your profession
Idea 2: Pet Armor
I look at Me and my sweet armor
then i look at my pet and think.
i wish he had cool armor like me..
So have cool pet armor Of course some pets cant wear armor such as a eagle or crab
but a lot of pets can.. such as bear wolf tiger worthog lion
and you can upgrade the armor with runes and such.
Idea 3:Pet Design
Just little things Like what color your pet is Maybe Brand your pet with a design that you make.
and put little things like metal tips on there claws
but that maybe a little to much. and some people would get offend
Idea 4:Pet Magic..
Well Some pets such as bears and wolfs would be like a tank
but others Like moa's and ravens could have magic.
take them to a pet trainer and either have a cool quest or pay him to give your pet magical skills
i just think it would be cool to see your Moa bird Spit out fire Or a raven have some sort of shadow blast..
Idea 5: A Pet Masters Death
ok Let say i die and my pet dont
i think if i die my pet should have some kinda buff where he gets 10+ armor 50+hp plus 10+ energy 5+ damage with every hit
so if your in a tuff battle and you die your pet can take over.. and help who ever you are playing with
This is my first post Tell me what you think!!!
Well about the pet buff, that seems kind of....rigged, because the pet isn't supposed to be a whole nother person, just a companion who can kind of help --higgin3 20:10, 15 May 2008 (UTC)
- Add new suggestions to the bottom of the page please. (Unless you have some time machine. :D) Sounds like some good ideas, except for some of the ones that sound kinda like WoW... The Cabal Stalk Me! 20:16, 15 May 2008 (UTC)
Armor Dye
i think it would be cool to be able to better customize your armor by being able to dye more then one part of a given piece of armor. so like with the Dervish Primeval, dye would effect it how it normally does but you can also dye another part of the armor as well, like say the brown leathery looking part on the shoulders and waist. you could dye those a different color as well. this would make armor more different from person to person. so not every dervish looks the same when they dye there armor black. and also, you should be able to put designs on your armor similar to that of the cape. this is my first post. --97.90.224.38 00:08, 15 May 2008 (UTC)
- This already has been suggested; greately appriciated option anyways. Ratys 15:18, 15 May 2008 (UTC)
Auction House
GW2 need an auction house because i am tierd of hearing WTB WTB WTB WTS WTS WTS WTB WTB WTB and that i cant find anything I am looking for. and with an aution house I could find what I was looking for and it would also save players ALOT of time. —The preceding unsigned comment was added by 98.202.74.82 (talk • contribs) at 00:40, May 15, 2008 (UTC).
gratz you are the 50th person to say that -_-
- And the 273rd to suggest using something from WoW in GW. 71.31.149.63 19:34, 15 May 2008 (UTC)
- What's wrong with that? Just because "it's from WoW" doesn't make it a bad idea.
Who cares if they did it in WoW? FFXI has it, but who cares? It's a good idea. In WoW you kill monsters. Does that mean that we shouldn't kill monsters because that's what you do in WoW (not to mention EVERY other game)?
- You could also just click the dialog button and uncheck the "Trade" checkbox and all those annoying messages go bye-bye. Turning the Trade dialog back on will show you the missed trade messages. Q.E.D.
- But actually, the OP makes for a good point. The current trading system spreads the buyers and sellers across the whole world, making it difficult to find something in particular (specially in a high-trade hub with lots of wtb/wts and no way to filter them if you are just buying, by example). Having a centralized market zone (be it as WoW, EQ, RS, or any other game out there) allows not only to keep most of the trading spam to one zone only, but also allows users to buy and sell their items in a more efficient way. I mean, even the Asuran Krewe in Arbor Bay agree with me :).--Fighterdoken 21:25, 15 May 2008 (UTC)
- I would prefer to have a system where you state a price for something, leave it in your chest and see it sells rather than an auction. This way buyers could browse and buy while the seller is offline and all you'd see is the item and the price wanted. You would only be able to sell so many things at a time, maybe increasing the amount you can offer by completing quests or by paying more gold. Tools to allow you to search for the price range for the item you're interested in would work well with this approach. Pious Grallatorian 18:02, 16 May 2008 (UTC)
- I think NCSOFT should have a little chat with Jagex, the company that runs Runescape. they might get some usefull ideas from Jagex and make guild Wars a little bit better. -LU SEN
- I didn't say that being from WoW was bad, or that this idea was bad, I was just commenting on how often suggestions that come from WoW appear. 71.31.157.150 20:02, 16 May 2008 (UTC)
- I think the Grand Exchanger (or however you spell it) in RS works something like that. Also, the Bazaar in EQ1 allowed users to place items in their inventory, set a price, and leave to the buyers will who and what price they wanted to pay for their items. I am sure Anet could improve such market systems by making changes like off-line trading, anonymous sales, etc.--Fighterdoken 21:55, 16 May 2008 (UTC)
- This would be a great addition to the game and should be defiantly implemented. I want to play guild wars not market wars, also who ever said a auction house was from WoW needs to do some research, many of the Asian Mmo's had this implemented well before Wow came around. Juraigamer 16:34, 17 May 2008 (UTC)
I have heard this suggestion tons of times before and I believe there really should be an Auction House type of thing. The best suggestion I've heard so far is actually something that exists in RS known as The Grand Exchange. From what I heard of the details of how it works, seems perfect to make things convenient for traders and could stop a lot of scams. Verix 16:14, 18 May 2008 (UTC)
Guild Wars def needs a auction house. Possibly taking a look at Final fantasy 11's auction house would be a good idea. The system was extremly easy to use, though complex enough to have a slot for every item in the game with past selling prices so you can see the market flunctuate and be able to choose a good price to sell your items for. If you see that the last Fell Blade sold for however much, then you would sell it around that price. This would help alot with players who have no idea what an item is worth.
Finishers!
Plain and simple, animate the characters action physically (non-gory) when slaying an opponent. Something I think it would bring a 'killbuzz' to all players pvp/pve! When hitting an opponents final health point your character shows a visual stance and shows a special motion for the 'final thrust' accordingly to what kind of weapon being used. In GW1 it always bothered me not knowing who killed that really hard guy! It would solve a lot of arguments I've had..lolZ --Adamaxis 21:08, 15 May 2008 (UTC)
- The problem with that idea is that it could cause lag. A better soloution would be a kill count meter. King Keberos. 23:01, 14 May 2008 (-4 UTC)
- Keberos, instead of posting something stupid, think about how it works. Animations are handled on the client, so it would not cause server lag.
- Certain animations cause lots of lag for people using satellite or dial-up. I know from experience because I used to use satellite. King Keberos. 16:59, 15 May 2008 (-4 UTC)
- that's your client lagging then, try to give the GW process a higher priority.
- i think that ust a goof idea.. ecous most of the time when i'm playing i am wondering in how much damage i do to
- a target and who makes the final blow and so on....
- that's your client lagging then, try to give the GW process a higher priority.
- This is what they have in AoC, Age of Conan. Its called Faitality? I cant spell it but I think you know the word. And it doesnt happen every time you kill a monster, it has like a 5% chance to happen, idk, but when you finish the animation, you gain a little burst of adrenaline. (as warrior). I tried it some times and its really making the game cooler, I played a melee class with a sword, and one of the emotes were like I stab the foe in the chest, and then kick him away from the sword.. there is around 3-4 emotes for every class.
- Certain animations cause lots of lag for people using satellite or dial-up. I know from experience because I used to use satellite. King Keberos. 16:59, 15 May 2008 (-4 UTC)
- Keberos, instead of posting something stupid, think about how it works. Animations are handled on the client, so it would not cause server lag.
So cause it doesnt happen so often and it gives a boost, atleast in aoc its is very cool and appreciated! altought I dont know how this would work with caster when they kill something. Like waving their staff above the head and screaming FTW! idk
Pose Emote
Similar to the /dance emote, I'm suggesting an emote where your character strikes a pose, or a stance. If you've ever played Super Smash Bros, think of the unique taunts each character has. These taunts or poses could be profession and gender unique like dances are. —The preceding unsigned comment was added by 70.79.135.231 (talk • contribs) at 03:08, May 15, 2008 (UTC). I think they should juat put more emotes overall in the game...and maybe fix up some of the dance make them longer or have the mix it up so two people cant do the same thing over and over and over and over...follow world of warcrafts idea with a massive amounts of emotes...it would make game alot funner.
- Funner? Funner? WoW does not know Fun! The Emotes are fine as is... they are one thing GW certainly does not need to change... sure, the dances may need some adjustment... but no... keep the game serious... it is no fun if you have some guy with a rubber chicken that happens to breathe fire run missions for you... no more emotes! /roll is good enough for fun... btw we better not have to pose while the opponent is randomly flying away in the background for more health...Zeph 01:35, 2 June 2008 (UTC)
CRAFTING
Give players something to do that doesn't involve fighting. Not crafting like EQ2 or WoW. Crafting with a purpose. If GW is meant to be based on skills possessed instead of character stats then have weapons and armor that are craftable which grant bonuses to your spells. Like maybe some necro armor that gives you a chance to summon two minions instead of one. Maybe add in a bit of Nintendo Wii MySims where you can use your mouse to literally craft a design for a weapon. How cool would it be to see your own unique designs gain a reputation and flourish in the game world?
There's a thing called design a weapon contests.
A great idea. I think that in addition to primary and secondary profession, players should be able to invest themselves on an independent crafting skill class. Allowing players to make, build, enchant or invoke something. This would also add a new dimension to the in-game economy. These crafting skill classes could also unlock related mission and quests that allow you to advance with in them. --71.179.232.169 21:08, 18 May 2008 (UTC)
Make skills that enhance or change monsters material drop rates. These material would be then used in a crafting based system. Also would like to see farming/gathering.
elaborate skills
if i remember correctly (which i may not) i read a thing that said the complexity of the skills was to be toned down. if this is true i say we keep the elaborate skills because skills that read "target is hit for 40...120 damage" arent nearly as cool as "You ride the lightning to target foe. That foe is struck for 10...82 lightning damage. This spell has 25% armor penetration and causes Exhaustion." taken from skill ride the lightning (my favourite skill, its so cool) 121.208.172.69 09:11, 15 May 2008 (UTC)
- Skills themselves will have contextual effects, as far as I remember, so doing a simple axe attack on a single foe you get something like Cleave, jumping up while doing same axe attack you get yourself Cyclone Axe. So if you try very hard you might even get a elemental attacks that makes you shadowstep. Biz 15:52, 15 May 2008 (UTC)
- Well, I think one of the problems with some of the current skills is how utterly situational some of them are when you only have 8 skill slots (Supportive Spirit). I don't mind skills being BETTER in certain situations, but as it stands right now some of them can often end up effectively being an empty slot if you don't happen to run into the correct opposition. I don't know that making a random guess about what your opponents might be using and then either getting lucky or not says much about one's skill, so I like where they are headed with the skill system...on paper at least. --Amazing Goat 17:31, 16 May 2008 (UTC)
LAND Ownership - So we can Use Google GW Maps
Guilds and allainces should be able to own a certain amount of land. Then we could use Google GW maps and see satallite images of who owns what. We could even include in game natural disasters like tornadoes or godzilla attack to wipe out those pesky Kurzicks territories. Cause as we all know when a kurzicks moves in next door it brings the property value of the whole neighbourhood DOWN.
--Megaton Mung 17:42, 15 May 2008 (UTC)
- Sounds sorta like the game Sim City. Lol. King Keberos. 15:08, 15 May 2008 (-4 UTC)
- Yeah, although I'm a big fan of natural hazards, I don't think godzillaaaahhh(!!) is the greatest idea ever. Furthermore I think the basic idea is good, as long as the hazards hit all sides...Organgrinder 22:00, 15 May 2008 (UTC)
IIRC there aren't any Kurzicks or Luxons left :in Cantha, the successor of emperor Kisu defeated the Kurzick and Luxon factions and reunited Cantha under one banner.
Character features - Just a few new ideas
you know how you can change your height? well I want to have something like that with hair length =] Also,I have noticed that long hair in GW 1 is kinda bulky :[ could you please make the long hair thin? and not so thin that it's see through to your head? thank you =]oh and could you make long hair float a little when ever there's a breeze? it would be really nice to see that,also in combat as well ^^ also I would like to add,different choices in ears,noses,eye color,smiles ,frowns, or an arrow that lets us shape our character's body (physically not just height,a new feature)and facial expressions to make our characters(unique) =] I don't want to see my twin :/ also,not just pick out faces we see on the screen(no offense :]) (physical feature)I'd like to see elderly characters (new facial and physical feature) wrinkles,blind eyes,anything that an elderly person could have!=D thank you I hope to see this^^
--Haste of Flame 8:48, 16 May 2008 (UTC)
Long thin hair, flowing in the breeze? I hope you mean to have that for the ladies hair, some people like this sort of things for guys. lol Verix 16:06, 18 May 2008 (UTC)
well yeah, cause all you ever see is a lot of short hair in GW (playing as a character ) and yes this is intended for females but, I wouldn't mind that they do the same for males.It's a "choice" of hair length so thanks for adding the other sex ^^ --Haste of Flame 18:33, 21 May 2008 (UTC)
Alright, why don't we just throw in the entire Oblivion character creation process? Oh wait, that's an awful idea.
well that's your idea ,not my suggestion for GW2 :] however you are allowed to compare and contrast in anyway you'd like , I'm just a player who wants to see a game made by the players (not literally only suggestions) and make sure that good vibe from the 1st GW comes out in GW2 but in a different new unique way :] (and correction this isn't a bad idea, I was actually pointing out "some" flaws in the game that could've been made different in the next,if you actually "read" my suggestion :p but these were minor flaws, just something that could make the next game better ^^ I hope they'll take these ideas and think about them or make them better :] thank you.--Haste of Flame 02:07, 28 May 2008 (UTC)
- sounds very manga and, lets face it, disturbing.
no it sounds like some good suggestions that could be made for the next game ,
and when did I even include manga and disturbing in my suggestion? oh wait, that was "your idea" not my suggestion for GW2 my suggestions were meant to be new "only to fix flaws that were minor and could be altered by the game designers themselves" oh and not that I hate you don't like my suggestion it's only that the title is called "character features" and "just a few new ideas"
not only that "this is a GW2 suggestion" from players so I really don't care if you hate my idea :] it's what I think and it's some suggestions ^^ hope you guys have fun playing the game. thanks again :] and really stop hating the possibly good ideas that "can" make the game better instead of a "less idea based game" (no the Gw right now isn"t bad at all I'm only suggesting ideas that can improve the gaming experience itself ^^) so if you hate my idea I could care less but I'm willing to stand by my suggestion no matter what you guys hate about it =] once again have fun with the game ^^ and thanks for looking hope you consider this :] --Haste of Flame 21:51, 29 May 2008 (UTC)
I had to lolwut at the thought of godzilluuuuhhhhh
I actually think this is a great idea, and have personally been a little annoyed with the small selection of hair styles available in GW currently. To build further on the idea above, I think it would be really cool to have the ability to customize your own hair styles. I've played a bunch of mmo's and have been very annoyed when I find that the purpose of the game seems to be to just make your character look cool, so I would rather not have barbers who suck down all your money only to give you a short list of specific hair styles you can change to (forcing you to keep leveling up and farming for money just so you can get the next hair style the barber is offering - i.e. Maple Story), but on the flip-side, one of my only beefs with GW is that once you customize your character, you're locked in and can never change it. Wouldn't it be awesome to use a sort of 'hair editor' during character creation that would allow you to use sliders to change your hair length, or add a part and move it where you like, and use other tools to lift/shape hair in whatever way the player chooses? Then if the player gets bored of this they could go to the barber and pay a small fee to access the same editor they used during character creation to make any adjustments they want. KengouKajin 05:01, 4 June 2008 (UTC)
Thank you for adding more details :D! and my point exactly, there are a small selection in hair styles "currently" :] .I love the idea of customizing your own hair! and the barber idea would make a lot of people interested,very good suggestion indeed, I have to agree with you on all parts I do hope they think of having this feature. I like the sound of it the "character" "made" by you. hope to see this feature.--Haste of Flame 22:36, 4 June 2008 (UTC)
Switching primary
hey this would be cool idea if you allow this becouse it will require less character slots and better replay value of the game itself... say i hit max lvl with the warrior i could change from warrior to monk and start over at lvl 1 this would requ. less character slots
- But then they wouldn't get as many people buying extra slots, would they? ; ) --Amazing Goat 17:33, 16 May 2008 (UTC)
- It would be nice in PvP though. =\ It gets old have to sign off, delete a character and make a new PvP every time I need to "reroll". And then when it gets stupid and makes a PvE character when I clicked on PvP only... u.u RitualDoll 18:51, 19 June 2008 (UTC)
I'd like to be allowed to play primary every professions of the game with a single character.
Explanation: I don't like repetition. I don't like to be forced to explore the same areas again and again. That's the reason why I have mostly played GW with only one character, using my other ones essentially as extra storage places.
What I would like in GW2 : when I am finished learning every skills of my primary profession, I would be designated as 'Elite character' and thus allowed to improve my character further. How? By letting me learn another profession of my choice doing all quests related to it, learning all skills of that profession. When done, I could switch my primary profession to the new learnt one, as easily as I do with secondary.
I think this would be very fun, and would keep me playin' a lot more. One day exploring as a Necro, and the other, rapidly swithching to my other primary, monk for instance, because my team would need it.
And what about armor set? Well, I'd say you'd have to buy an armor set of that profession, or either, crafting one could be part of the quests leading you to learn the new primary.
I'd like to be allowed to play primary every professions of the game with a single character. Will that wish be implemented? I hope. --Avatin 23:13, 15 May 2008 (UTC)
I think this would be a very nice option, considering the addition of Races. Currently, the same character can switch their secondary profession effectively giving them access to every character class in guild wars. I love this flexibility. However, with the addition of Races (which I'm assuming you will not be able to change) this flexibility will be gone unless you can also change your primary profession. I would hate to have to make 2 Warriors just to I can try a Norn and Human. More character slots could be an alternative solution to this problem as well. --Ariz 00:13, 16 May 2008 (UTC)
- Final fantasy XI had a system like this. At anytime you were in a city you could go into your personal house and change your primary and secondary jobs. You could not change your race though. You could level the jobs as much as you like and change with no pently and come back later and level the other jobs at your own pace. The 2nd class was always half the level of your main class and was allowed to use any skills that were aviable at that level. Of all the flaws in that game it nailed the way the job system worked. However while this did open up the possibility of customizing amazingly everyone found a very cookie cutter setup and would simply use that. I could see it working well in Guild Wars as the current system reminds me alot of that game to begin with.
- I would like that very much. -- Silverleaf 09:44, 16 May 2008 (UTC)
I don't think that's such a good idea i think it's a better idea to just get more character slots--Prince Grazel 12:30, 16 May 2008 (UTC)
- I like the idea, especially the part about levelling each profession individually. Levelling should be faster though for professions below the main profession (i.e. if I'm lvl 50 warrior but only lvl 10 for monk, I should level much faster for monk until I catch up). -- Alaris 17:00, 16 May 2008 (UTC)
- Yes, might be a good idea; but I so not know how they would go about the armor situation.... --Shadowphoenix 17:05, 16 May 2008 (UTC)
- Your armor defines what you are. You take it off? You are nothing. You wear a warrior armor? You are a warrior. Wear a Necro one? You become a Necro. Now lets get a warrior and a necro armor thru questing :) --Avatin 21:19, 16 May 2008 (UTC)
- Very wanted idea ^^ And a neat way to handle it. But you will then defenitely need a special storage place with armor rack :/ A house maybe, only place where you will be able to switch professions? Ratys 17:18, 17 May 2008 (UTC)
- Your armor defines what you are. You take it off? You are nothing. You wear a warrior armor? You are a warrior. Wear a Necro one? You become a Necro. Now lets get a warrior and a necro armor thru questing :) --Avatin 21:19, 16 May 2008 (UTC)
- Yes, might be a good idea; but I so not know how they would go about the armor situation.... --Shadowphoenix 17:05, 16 May 2008 (UTC)
- Once again to take an idea from FFXI you could store extra stuff in a personal space/house. In FFXI you had the space in your own invetory, plus an extra 30-50 spaces in your house to store stuff. Along with items you buy to put in your house to give access to more storage. And in a later expansion you were given the option of buying lockers to store even more items in.
- I've meant specialised storage, like a stand that can store only armor and allows to change your professions according to this suggestion. Ratys 10:27, 18 May 2008 (UTC)
- Once again to take an idea from FFXI you could store extra stuff in a personal space/house. In FFXI you had the space in your own invetory, plus an extra 30-50 spaces in your house to store stuff. Along with items you buy to put in your house to give access to more storage. And in a later expansion you were given the option of buying lockers to store even more items in.
This idea just removes 'effort' to level different characters. Although relatively few people want to have to do quests again and missions agin with different characters, sometimes it is necessary to become a better player of the game. Cutting corner ideas IMO are a big no. Earn your ability to play at high levels with different professions. Besides base attributes are required for individual professions (strength, energy storage, etc) would completely mess the whole build ideas up.[Dez]
- I am 100% for this idea, but a few things would need to be made clear. First off, there would be no use of two primaries at once: in explorable areas and missions and PvP, there would be no differences to the system. You are locked to your primary profession and secondary profession while not in towns, just like in GW1. Furthermore, there would be no "side effects" of having an old profession: i.e., you'd be able to use the primary attribute, all runes, etc., and it would be as if your first primary didn't exist while you change. Your "body style" chooses what you look like and, by extension, what armor art you get to pick. Not your profession. This eliminates the problem of different armor arts and all that. Armor could become changeable on the fly, similar to how PvP armor and weapons work, the only difference being that you "unlock" armor equipment for a single character in PvE. Then you can remove and re-apply those mods anytime you like on that character's armor. Obviously, when using a primary profession, you would be restricted to that profession's armor statistics, but naturally, your armor art would remain the same. (Yes, yes, seeing female elementalist Luxon armor with 80 points would be... um... odd, but it'd be easier that way.) Changing your primary would be as simple as changing your secondary is now: you choose your primary from a drop-down list, and select. Since armor changes based on primaries, the game might remember your previous armor configuration for that primary, and auto-load it for you, since your current profession's armor might be invalid. --Jette 18:59, 18 May 2008 (UTC)
- In your last two sentences you said everything about this idea ^^ just needs a few added restrictions to make sense, like, say, you won't be able to change your primary just anywhere, maybe in special places? Maybe through logoff/login? Also, it will be really neat if you can choose your "next primary profesion" only if you maxed level on your current, as already been said imo... Ratys 15:56, 19 May 2008 (UTC)
Well, I have been wondering a little about the "cutting corner" Dez is talking about, arguing that switching primary would "remove effort to level different characters", and I am not sure about this. I think this would have to be carefully thought-out, considered. Earning ability to play high level characters is certainly an important part of any MMO. In fact, it certainly even defines MMOs like WoW. What would be the interest of playing PvE if you would get a full equiped lvl 80 character at start up in WoW, Lineage or Diablo? None.
But in Guild Wars, would "switching primary" really be a "cutting corner" scenario? The more I try to figure it out, the more I think that, no, it wouldn't. Because you would still have to learn skills of the other primary, means that you still need to level your character to get the skills points. Well, you know, usually, in other MMOs, the higher you are, the harder it gets to level. So, switching primary would be, of course, designed by devs with that in mind. In that sense, to learn every primaries with a single character would be intended not for casual gamers, but for very very hardcore gamers!
I mean it would for sure be easier for a player to create a new character than to learn an entire new primary. Because low leveling is easier to make. There are 1200 skills in GW1. Only try to imagine how many time you would have to spend to level enough to learn every skills of the game with a single character! So you don't really "cut corner" here, you just stay in line with the philosophy of guild wars, wich is a game that makes things differently.
And... in short, as it has already been said, maybe you could start to use another primary only after reaching a certain level, or after having learnt every Elite skills of the new profession for example. There are plenty of possibilities. --Avatin 17:07, 19 May 2008 (UTC)
To earn these extra skill points would require more exp grinding at a high level, currently seen when trying to achieve the skill hunter titles. The concept of what has been said is a decent idea, just IMO it defeats the object of allowing us all to interact differently through individually created characters. We'd all end up having the same capabilities & that i really do hope is avoided. Each to their own but i can't honestly see this idea getting implimented. [Dez]
- To Avatin - totally agreed on leveling being harder if you pick another primary on old char rather than creating a new one. Maybe make leveling second and all next primaries require the same ammount of grinding, but as hard as Defender of Ascalon title now? To Dez - noone can tell what ANet will do with GW2, maybe they'll remove all those problems you've been talking about. I think that only real thing we can do is to make good suggestions and keep all our hopes and wonders in mind... Ratys 16:06, 20 May 2008 (UTC)
i like this idea but it think instead of actually lvling the character your character just gets stronger in that class profession! also this makes the character you have more personal and also i think that to avoid doing things over and over again you should just be able to change the character you already have things like name, hair ect...~RedRabbit
Capture Monsters and use them to protect the Castle
Capture monsters and use them for guard around castle or house or whatever. That is if there is going to be somekind of siege pvp mode in GW2 and our areas will be attacked by others.
--Megaton Mung 23:22, 15 May 2008 (UTC)
- I do not want GW2 to look like Pokemon XD I think this is a bad idea--90.40.122.177 13:37, 20 May 2008 (UTC)
- this is a GW2 forum. i think you have your games mixed up
- I think it would be nice to be able to decorate your guild hall with monsters. They would have no effect in GvG or whatever takes its place, they'd be purely for aesthetics... but maybe an "animal trainer" could sell monsters to put in your guild hall. Would be a great gold sink... after all, who could resist having a big-ass Mallyx standing guard near the Xunlai chests? Or a Mursaat legion floating around patrolling the walls? I don't believe they should have any function other than as interesting lawn ornaments, but it would be sweet to have them. --Jette 22:44, 29 May 2008 (UTC)
- this is a GW2 forum. i think you have your games mixed up
Guild Transfer 2... What i think should happen
OK I know that if you have the EOTN expansion your character names will be reserved in gw2 through the HoM. But I think that if you're the leader of a guild, you should be able to have your guild carry over to gw2 with you. then your members and officers will have the option to join the guild from the start, like when they are making their character. I think this would be a big help...especially for people that are in a really good guilds right now and want to keep in touch when they start to play gw2...
- This is basically whati i suggested up above, except tha ti liek the concept of beign able to put your char right into the guild from it's creation, and that it's a thing beign carried over as an object in the HoM. But what if the leader isn't the first in the guild to make a GW2 account? Lord Zepherr 01:59 May17, 2008 (UTC)
There are two sides to this, some people want a fresh start. Seeing the same guilds, same people in the same places to me reduces the buzz of a new game. Getting rewards individually for HoM is a good idea to get (maybe cash, one weapon saved, 100 sig caps) is a good idea for rewarding previous achievments. I think it's fair to say we all want a fresh start though we've been playing the game for years everything should require creating from scratch. Guilds cost money, you need to earn that and build it from scratch in the new game otherwise where is the challenge of a new game if you're maxed out in ten minutes? Voicing my opinions, obv everyone has their own suggestions. [Dez]
I've been leading my own guild for over a year now, with everything bought for the guild, and it has one heckuva history. I do at times dislike losing the guild, however in a new world such as Gw2 I believe we really should start fresh from scratch. No guild transfers. However if they were to have a guild transfer, then at least nobody else would be able to create a guild with the name thus ruining things for the actual leader from gw1. Verix 16:01, 18 May 2008 (UTC)
- I agree that it is good to have a fresh start, and if you really desire a change, then you can very easily leave the guild in all of 1 second. But let me expand on my idea from above. From what was stated in The Movement of the World article, turmoil ahs hit everything and everywhere, so why not old guilds? How about that when you get transfered to the guild there's a story behind it's past in between GW2 and GW1. How about this: Let's say you inherited the guild from your father, who inherited it from his father(our GW1 chars(Thay can't live 250 years, can they?))But it has fallen into a state of disrepair, losing funds costed it it's guild hall and cape, and with the long years of disconnetion with Cantha, it has also loast it's alliance and faction, along with ranking, etc. etc. When you inhereit it all it's got is its name, and tag, along with all the descendents that become members. So you still have essentially the same guild, bu tyou get to completely remake it. Lord Zepherr, o8:10, May 18, 2008 (UTC)
MOUNTS
Yes, I know everyone's gonna be like "Aww, dude, no one wants a free WoW, blah blah blah blah." Well let's face it, what do you spend your money on when you're a high level? Minipets? OOooooooh, I got a new BONE DRAGON today that follows me around everywhere reminding me what a complete waste of money it was :O............anyways, I think mounts should be available in GW2, not only for faster transportation (which also makes the game A LOT less boring and slow) but for something to look forward to at a certain level in the game, something to be proud of, instead of being one of those noobs who walks everywhere. Post ides.
- My idea is to delete this thread as quickly as possible and read others!! This idea is being discussed in at least 2 other threads! NO, I'm not "mount enemy", I'm just looking for organisation. Ratys 18:54, 16 May 2008 (UTC)
- If you think GW is boring and slow than don't play it. Also mounts have been suggested so many times you would think that WoW lovers like the guy would realize that mounts are a bad idea. If you cant manage to run there by yourself than go play WoW.
- In addition, map travel almost entirely defeats the need for mounts, as once you have entered a town/outpost/city for the first time, if you wish to travel to a nearby location, all you need to do is teleport to that center and walk. This actually introduces interesting mechanics because without mounts, you don't need to make locations that are supposed to be hard-to-get-to very far away (though you still can), you just need to make sure there are a sufficient number of challenging enemies between the town and the goal. A lack of mounts also mean they don't have to make transportation such a pain for lower level players--which is one of the main reasons you buy a mount in WoW. -- Frozzen 15:17, 17 May 2008 (UTC)
- If you think GW is boring and slow than don't play it. Also mounts have been suggested so many times you would think that WoW lovers like the guy would realize that mounts are a bad idea. If you cant manage to run there by yourself than go play WoW.
- gw doesnt need mounts for the simple reason that we can map travel takes away the need for such a thing 4.71.197.250 15:40, 17 May 2008 (UTC)
- It pains for me to see you guys weren't reading the rest of threads... Few thousand times it has been explained WHY and HOW should GW2 have mounts. Now go and read those rather than pointless swarming! Ratys 17:15, 17 May 2008 (UTC)
- I think everyone has read the post he just said that he wants GW to be free Wow and he is too poor for Minipets. If you would read the post and not just get mad because you want an animal to do all the work for you than you would know.
- Well, while firing disorganisation and inattentive users that are too lazy to read I lost actual thread topic... My apologies.
- Minipets were designed to be a waste, just something to show off your wealth. And mounts (again, in 1001th time) should be implemented with no needed to play concept, like they are there, but you aren't forced to use them. Mounts are cool but useless with map travel, yes, but that doesn't mean we can't have them. Sometimes I feel like nobody's reading what I post... Ratys 11:08, 18 May 2008 (UTC)
- Because they aren't. It is easier to assume you know what is going to be said than read. PLEASE REMEMBER. Everything in this game is a time-wasting-and-ultimately-pointless endeavor that has no real value except Enjoyment. If you (or any of us) would enjoy mounts why all the bash? Sheesh, it's just like prestige armor, you don't have to buy it, but it provides a goal outside of the campaign, like Titles (Monkenstein)
- I will remember that ^^ You provided a pretty clever explanation to what I'm trying to say, I must admit. Ratys 16:12, 20 May 2008 (UTC)
- Because they aren't. It is easier to assume you know what is going to be said than read. PLEASE REMEMBER. Everything in this game is a time-wasting-and-ultimately-pointless endeavor that has no real value except Enjoyment. If you (or any of us) would enjoy mounts why all the bash? Sheesh, it's just like prestige armor, you don't have to buy it, but it provides a goal outside of the campaign, like Titles (Monkenstein)
- I think everyone has read the post he just said that he wants GW to be free Wow and he is too poor for Minipets. If you would read the post and not just get mad because you want an animal to do all the work for you than you would know.
- It pains for me to see you guys weren't reading the rest of threads... Few thousand times it has been explained WHY and HOW should GW2 have mounts. Now go and read those rather than pointless swarming! Ratys 17:15, 17 May 2008 (UTC)
I think we should be able to ride moa birds:)) The Cricket
Guild Wars for PS3
- → moved from Help:Ask a game question#Guild Wars for PS3
Hey guys, GUild wars is a sick game..(we all know dat) but would GW2 be available on PS3. If it is it would be great becuase PS3 has sick graphics..and it would be like the first mmorpg to be on console..(but dunt drop da idea on PC please).Just puzzling me after NCsoft striked a deal with sony.......Arthas.. --The preceding unsigned comment was added by User:Actionpri12 (talk).
- I have a feeling that the above comment should be a separate question, but unfortunately I don't quite know how to move such things (I think I do, but I'd rather not try it in case I break the wiki...). Anyway! In answer to the question: I am almost 100% sure that they won't bring GW2 to the PS3... For one thing, it is a PC game, not a console game. In other words, it is made to be played on a computer. Console games require a whole different programming method (sorry if this is "wrong," as English is my second language), probably akin to the Win vs Mac thing (in case you haven't noticed, GuildWars cannot be played on a Mac for this reason). Also... if you haven't noticed... the menus and such and skill activation and the like require one to press certain keys on the keyboard... so unless the PS3 has a port for a keyboard (it might? I dunno), it would be a bit impossible to make a controller with that many buttons on it (even if you only wanted the eight keys that activate the eight skills on your skillbar). My last point is: availability. It is a known fact that a lot more people on the planet have computers than a PS3, mostly because a lot of people think that paying $400 for a video game console is crazy (note: I did not say this is my opinion, so please don't try to start a "PS3 iz t3h gr8est u suk n00b!!1" flame war with me). Also, from what (granted, little) I know about the making of console games, games made in the US for US PS3's will not work on Japanese PS3's, etc., etc. (at least, this is true for Japanese/US video games on US/Japanese consoles, unless you use one of those discs whose proper name escapes me at the moment) Therefore, they'd have to spend even more money to change the formatting or whatever of the game for each different region so people could actually play it. All in all, it sounds like something that would cost a lot of money and would more than likely not net them any profits, if any. Which, of course, is not a very good business model. --Dragon nataku 06:16, 16 May 2008 (UTC)
- It wouldn't be the first MMORPG on a console. Final Fantasy XI did it and I loved that game. Phantasy Star as well and that was great and similar to how guild wars is setup. It could work but is highly unlikely to happen. - Phaiths
- I think there was an interview that discussed the possibility of GW games on consoles, and the developer in the interview said that while they are watching the console market very carefully and are not closed to the idea, right now the console market is just not right for a game like GW, so there is nothing planned at the moment, and it is unlikely for the near future. (Satanael 08:12, 16 May 2008 (UTC))
- Also, the PS3 and XBox 360 only have 512 megs of RAM, while the recommended system requirements for newer Guild Wars releases include 1 gig of RAM. -- Gordon Ecker 08:53, 16 May 2008 (UTC)
- But a great deal of that RAM is needed by the operating system, which consoles don't need to deal with. Recommended RAM just to run Vista is something like 1 gig. - HeWhoIsPale 15:54, 16 May 2008 (UTC)
- Also, the PS3 and XBox 360 only have 512 megs of RAM, while the recommended system requirements for newer Guild Wars releases include 1 gig of RAM. -- Gordon Ecker 08:53, 16 May 2008 (UTC)
- Even if it was available for the PS3, it would still have to be on PCs as well, and with all the obvious advantages provided by that control setup for a game like GW, everyone would just play it on the PC anyway. Think of it kinda like KotOR, which worked on consoles, but worked on PCs better. The difference is that GW is MMO, and in a PvP game, that would just be an unfair advantage. 71.31.157.150 20:11, 17 May 2008 (UTC)
- Final Fantasy XI did it just fine. You simply clicked on something and started the auto attack and then selected skills from a pull down menu or by using a usb keyboard hooked up to the PS2. And in that game you access to all your skills not just 8. Mindful that the action in FFXI was slightly slower then Guild Wars and you normally only fought one big guy at a time. While I don't think a console Guild wars 2 will happen it would work just fine.
- I was more thinking of it from the PvP angle than the fighting "one big guy" angle. The difference would be more noticable there. 71.31.157.150 21:34, 19 May 2008 (UTC)
Mounts rock. I dont care if this is going to be WarOfGuildWars^^ 87.123.19.172 19:47, 21 May 2008 (UTC)
- You need to research yours MMOs more. There have been quite a few MMOs for consoles like Final Fantasy XI for one. I also heard Age of Conan is coming out for console in a year or so. — ク Eloc 貢 19:04, 19 June 2008 (UTC)
Necklaces, rings, etc.
These are pretty staple armor pieces in RPG-type games, and I just think it would provide futher options for character customization and provide some more interesting stuff to acquire. Off of the top of my head, here is an example ring as it might apply to the first Guild Wars:
While activating binding rituals, interrupts against you have a 50% chance of failure. Whenever one of your binding rituals is interrupted, you gain half of its energy cost and its recharge time is reduced by 33%.
That's probably a little extreme for the first game, given how small most item effects are, but you get the idea. Anyway, I'm hoping there is a bit more functional differentiation in gear selection in the sequel. --Amazing Goat 18:01, 16 May 2008 (UTC)
- I have always been partial to games that have a large distiction of items that i am able to customize my char with, ( necaklaces, arm braces, earrings, ect..) Gow Czar 15:48, 17 May 2008 (UTC)
I think bringing Guild Wars to Councils would be great to the game. It would really open it up to more people.
rework Charm Animal, split it up into multiple skills
The problem that Charm Animal has in most cases to be used with Comfort Animal can be traced to the basic idea of this skill. Guild Wars actually started as PvE-only game, and the idea of having the opinion of many diffrent pet models (similar to diffrent armor and weapon skins) you can tame and evolve actually looked nice, but doesn't suit to skill balancing as the pets values are partly independent from your spent attribute points. I'd like to see pet skills managed as it is done with Minion summon spells:
Charm Animal with green numbers: level dependent from attributess. At best even multiple versions of this skill with slightly diffrent pet characteristics, such as attack speed, damage type or armor level. This would take out the need of charming an animal (a step that had been left out for pvp characters along with the choice of the pet). The skill itself would simply cause the pet to appear while equipped, and the actual function when using would be for ressurection (Which would still be balanced as the pet would be useless without spent points in the dependent attribute because of the level (-> health, armor)). For example skills like:
"Charm Polar Bear. You have a level 1...15...18 animal companion that deals slashing damage and has +0...8...10 armor versus Cold damage."
This would also give the possibility for "Elite pets" and give every pet model specific characteristics rather than (besides the damage type) only a diffrent appearance. I posted this idea here as animals are running everywhere in the PvE wildlife of Guild Wars, so this idea could at most find use in gw2... —ZerphaThe Improver 21:46, 16 May 2008 (UTC)
- Well, Zerpha, since you directed me here... ; )
- I doubt they are planning on doing it the same way in the sequel as they have said Guild Wars 2 will have less skills and the skills will do different things based on what is going on. They might not even be using the attribute point system from the first one for all we really know. If they really are going to significantly reduce the number of skills, the current system might not even make a lot of sense. I don't think they would plan on making the same mistake again with regards to the pets at any rate. --Amazing Goat 00:45, 17 May 2008 (UTC)
- Good suggestion, but it doesn't go well with fact that ANet is goig to give pets/companions to every player, not just R/Any or Any/R. And it doesn't synergy with all mine ideas so far... But I think if you read at least here you might suggest a way... Ratys 20:02, 17 May 2008 (UTC)
- Right, i also heared that pets in gw2 are equally usable for every profession, possibly used as mounts as well (and i actually like that class equal idea more than my proposal - for gw2) I only drifted away from an actual comment when i wanted to reply to Amazing Goat, so i posed it here :P —ZerphaThe Improver 23:03, 17 May 2008 (UTC)
- THe original pet system for GW1 was just as you describe: loads of seperate charm skills for different pets. It was seen as quite silly I think, but the ability to have more than one pet at a time maybe is good. 79.67.90.125 13:10, 18 May 2008 (UTC)
- Right, i also heared that pets in gw2 are equally usable for every profession, possibly used as mounts as well (and i actually like that class equal idea more than my proposal - for gw2) I only drifted away from an actual comment when i wanted to reply to Amazing Goat, so i posed it here :P —ZerphaThe Improver 23:03, 17 May 2008 (UTC)
- Good suggestion, but it doesn't go well with fact that ANet is goig to give pets/companions to every player, not just R/Any or Any/R. And it doesn't synergy with all mine ideas so far... But I think if you read at least here you might suggest a way... Ratys 20:02, 17 May 2008 (UTC)
- Given that Gaile stated that she would put forward the idea of a "pet stable", and that pets (including some elite ones) load in the HOM with Heros, i don't think there is any safe conclusion about pet/companions etc. (Monkenstein)
we want news
Come on anet its been like more than a year since gw2 was annouced and over 7 months since EOTN was released. i cant remember the last time u gave us new info on gw2. plz give us something, ANYTHING, plz. u can even tell us wat color PJ's chars were to bed (if they have beds). we r desparate for info. one thing that will really make life better for all of us is a simiple, straight up "yes" or "no" to mounts. it would stop so many of those annoying mount posts all over the page. (hey how about we start buggin them by sending annoying emails until they cough up somthing)the ravfour 78
- The internet age has spoiled us all. Yeah, I hear you; I would like some news too, but they are probably at a phase where they are constantly tweaking things about the game and don't want to tell people things only to have a lot of it change a week later. I also suspect maybe they are further behind in development than they would like to be (Aren't they all?), which is why they haven't been saying much about it.
- I think there is also the problem that creating too much buzz about a game too early can get it to the point where it all feels like "old news" by the time is finally out, something I think game developers have become a little more aware of as of late. I too would really love some more info on the game, but I don't think requesting it is really going to accomplish that goal. ; ) --Amazing Goat 01:04, 17 May 2008 (UTC)
- I think after AoC's waves/ripples/splashes/gumdrops quell we will get stuff... hopefully (cus they have between now and September before MMO-type waves get made with WAR and WotLK). Marketing is like a game. Lots of marketing peeps throwing in rocks to the treacherous content devouring horde and trying to make sure theirs is the yummiest on the block. Almost like a reverse prisoner's dilemma. --Ravious 20:50, 19 May 2008 (UTC)
seriosly i wanna know atleast something about how the development is going or even an estimated time period of how much longer we have to wait instead of sometime next year or whatever they usually say...u shouldnt of made commotion about so early..that was a mistake..now people might get tired of waiting and get other games ^_~ u dont want that do ya? lol
- OMFG ^^^^ this guy read my mind. i have stoped play gw beacuse it seems pointless now (i play a little) user: The ravfour 78
- I hope they post something soon otherwise i'm just gonna get Age of Conan (looks freakin awesome check it out guys) - Rayner - 29.05.08
- OMFG ^^^^ this guy read my mind. i have stoped play gw beacuse it seems pointless now (i play a little) user: The ravfour 78
- the current rumour is that gw2 will be released sometime late 2009 early 2010, but thats just an estimation.
dammit if that happens i'll be pissed to long to wait.in most of the reviews ive read they said it'll go into beta in the second half of 08 and be on store shelves around the christmas holiday
ctrl, alt, delete, enter.
A similar system like windows to saveguard unwanted access to the game when i want to get coffee, cookies or need to visit the toilet. -- Silverleaf 23:21, 16 May 2008 (UTC)
- Whats wrong with just locking your computer - window+L
I think this would be a great idea but why not use f10 or some key that is not a combination and also, why not use the keypad #'s - 1,2,3,4,5,6,7,8 to use you skills insted of the ones on the upper side of your keyboard.
I think this would be a great idea but why not use f10 or some key that is not a combination and also, why not use the keypad #'s - 1,2,3,4,5,6,7,8 to use you skills insted of the ones on the upper side of your keyboard.
I think this would be a great idea but why not use f10 or some key that is not a combination and also, why not use the keypad #'s - 1,2,3,4,5,6,7,8 to use you skills insted of the ones on the upper side of your keyboard. —The preceding unsigned comment was added by 65.26.246.52 (talk • contribs) at 23:45, May 26, 2008 (UTC).
- SOMEONE here lacks a brain... Go into menu, set your skills to numpad 1, 2, 3, etc. 80.193.1.106 21:06, 1 June 2008 (UTC)
- Laptops. And I have not clue why you thought writing that 3 times was a good idea. 69.40.253.203 20:11, 28 May 2008 (UTC)
- Laptops suck balls for gaming. 80.193.1.106 21:06, 1 June 2008 (UTC)
- So does GW atm :o 69.40.253.203 08:28, 8 June 2008 (UTC)
- Laptops suck balls for gaming. 80.193.1.106 21:06, 1 June 2008 (UTC)
the SEER species
I was wondering why the seers the old spell casters who helped us against the mursaat , and were strong enough to wage a war against the mursaat (supposedly), why does no one ever talk about these guys I think that they would make a really cool miniature and a cool playable race in GW2 and maybe do something like have the mursaat at war with them again with some sort of alliace battle type of thing going on between them. -- Infamous Darkness
I had at some point wondered about them as well, though I also think they were close to extinction so if they were to add anything about them in Gw2 it would be telling the history of what happened to them or have a few siblings from that same seer helping out in some areas in the future. Verix 15:48, 18 May 2008 (UTC)
I thought they might be able to build their race back up like they said the naga did in guild wars factions when they were almost extinct after shiros jade wind thing. -- Infamous Darkness 12:53 19 May 2008
- That's probably because the Naga had males and females left... There are 2 seers (that I know of anyway) and they both sound the same, which leads me to believe they're the same gender. So...no babies = no future. Sorry. RitualDoll 18:55, 19 June 2008 (UTC)
More attack/casting animations for player characters and turning energy into adrenaline/viceversa
So far only the assassin has a wide variety of animations for his attacks, they are all different, which is very nice and the same should be applied to other classes.
I mean, the warrior does have about the same animations with an axe that he has with a sword; although I don't mind Whirlwind attack looking like other spin attacks, there is a skill called Yeti Smash that looks the same as the simple +dmg attacks, while it does damage to foes other than the target, so it should appear much more powerful a blow!
Also, casters have animations that are too similar. They don't have to point at their targets so much, can't they do it just mentally ?
Finally, what about using energy to fuel adrenaline skills? I've realized I don't use energy much on my warrior and it could lead to some interesting builds (although it could make things imbalanced in some cases).
EDIT: Perhaps some stance animations would be nice too.
Thracius 16:08, 17 May 2008 (UTC)
I'd love to see more animations across all classes, in general. What I like about guildwars is that people are solid, unlike WoW where you noclip through people and swing and jump wildly to attack them, with your attack animations making no sense. I agree with the above comment on animations, but disagree with the adrenaline / energy part.
- Definitely animations would be cool, I remember spending a couple hours at the training pvp island just using different assassin skills to watch the animation---I love Blades of Steel (running backflip + stab enemy in head while upside down in air makes a nice-looking finishing move) and Leaping Mantis Sting (looks like you throw a dagger with a string attached to pull it back, at least that is how I see it :D)!
- Repeating Strike and Nine Tail Strike have my favorite Dagger animations. =P Although any Ritualist casting on themselves with daggers on looks pretty cool too. RitualDoll 18:58, 19 June 2008 (UTC)
Minipets in GW2
I think that minipets should have some kind of function (except show-off) in GW2. Like one of these examples. 1. Minipets could get some kind of ultra weak attack or healing ability so they actually can do something (with weak I mean waeker than pre-searing Gwen). OR 2. Have some kind of story about an Asura that has found a way to make the miniatures larger and golem-like, and then have them as henchmen. The minipets should then be whatever proffession that would be the most fitting, and would never be in a higher level than the weakest player party member. This obviously means that is should be easier to get ahold of minipets in GW2. Sylvavi 19:32, 17 May 2008 (UTC)
- 1st variant is not fitting, and you know it... Same "uselessness". For the second one: it reminds me about someones pokemonical suggestion to make minipets into polymock pieces and have like an arena to brawl with other players, pump mini's abilities and skills, even increase rarity as it progress(i.e. purple->gold). Tyria-wide minigame, but nothing more. Ratys 20:10, 17 May 2008 (UTC)
- What I meant was simply that they should have some use instead of just following a char around. In anyone has any better suggestions (Im sure someone has something) then write it. Unfortunatly I cant come up with anything else.Sylvavi 21:14, 17 May 2008 (UTC)
- Hmmm, well... what is a minipet, first of all? It's something little that has a certain use - to show off. Nothing more. Minis were designed as something useless that is there just because it's there :P Ratys 10:56, 18 May 2008 (UTC)
- See last month posting on Minipets Arenas: a combination of Polymock and/or 1v1 minipet combats. It could be a fun festival event like snowball fights or Costume Brawl. But it would give the Minis a purpose that would make owning them more than collecting for collecting sake. Then again, Titles/Prestige Armor/Destroyer Weapon Collections and just about anything else in the game is just collecting for its own sake, or for show. Toys within Toys. (Monkenstien)
- Hmmm, well... what is a minipet, first of all? It's something little that has a certain use - to show off. Nothing more. Minis were designed as something useless that is there just because it's there :P Ratys 10:56, 18 May 2008 (UTC)
- What I meant was simply that they should have some use instead of just following a char around. In anyone has any better suggestions (Im sure someone has something) then write it. Unfortunatly I cant come up with anything else.Sylvavi 21:14, 17 May 2008 (UTC)
IDK this may be a very bad idea but what if they made minipets like equipable and give u a buff kind of thing so kindof like rings or neclaces i guess but easier to show off (probably a bad idea). -- Infamous Darkness 13:05 19 May 2008
- Infamous Darkness - it's not so bad, but not good aswell lol. Monkenstien - look up my first post on this idea, I meant exact thing. Ratys 16:38, 20 May 2008 (UTC)
more lv = more health?
something that i have wondering for a long time is that, since our chars are going to be lv 20+, will that mean that their helth will also increase? if the health does increase then they will have to raise to damage the skills do. plus they cant keep the hp point to 500 that will be toooo low. (ps: it will mean that lv 1 chars will have 5 hp!!!!!!!!!! ( 500/100)) and wont they have to raise the attribute points too since the chars r goin to b higgher lv then 20??? (meaning a lv. 1 char starts out with 2 attrribute points) user: the ravfour 78 17 may 2008
- It's already been stated that levels beyond a certain point will have diminishing returns, and if they actually opt for no level cap, beyond a certain point they will do nothing at all.
- I also think people are making too many assumptions that there will be an extremely similar skill and attribute system. Guild Wars is built around the level 20 cap and they have said that they reason they are doing a sequel is because they wanted to do a bunch of stuff in an expansion but they realized that it would not work within the framework of the current game. In other words, it's going to play quite a bit differently. --Amazing Goat 01:46, 18 May 2008 (UTC)
(I think) they will increase the damage and health proportionate to what it is now. With level 100 where benefits stop. For example a sword attack will do the same percentage of damage as it does now, etc. [Dez]
- I personally think GW2 should use a limit-based system, so that while you'd almost always gain some health from leveling, it would always be below a specified limit(1000, IMO). For example, you might always gain 2%-5% of the remaining gap between your current health(starting at 100) and 1000. In fact, I think most of the things in GW2 should be handled with limits like that, since they easily handle the compression of an infinite level cap into (mostly) reasonable differences between levels.--Kite 22:34, 18 May 2008 (UTC)
- That would mean that to have max stats like you want for PvP, you would have to be level infinity. Or at least insanely high enough that the game rounds in your favor. 71.31.157.150 21:38, 19 May 2008 (UTC)
- As obsessive as they are about PvP balance, I'm sure this won't be an issue. They have already said anyway that there will be 2 different kinds of PvP. In one kind, players will have access to all of the PvP stuff and I'm guessing have their stats maxed. In the other, it sounds like it will be more "casual," for lack of a better term, and more like other MMORPGs where the items and whatever else you have from PvE will matter (although that isn't entirely clear). I'm sure some people will cry foul or "World of Warcraft" or whatever, but I see nothing wrong with giving both groups what they want. Some people want to have finding loot and such relevant to PvP and some do not, and I'm sure for many it will just depend on what mood they are in. --Amazing Goat 05:27, 20 May 2008 (UTC)
Guild Roster, one extra position at least.
I've been leading my own guild for over a year now and it has been bugging me about how the roster isn't detailed enough with positions of authority. I'm hoping for at least a "Head Officers" section just above the "Officers" section. They would be capable of everything normal officers are capable of and at least one extra feature, able to kick a non-head officer. Some guilds are targets of people that would kick all members for just fun, my guild was one of them in the first month since creation. They pretended to be a friend, then once promoted and nobodies looking, had kicked everyone. There is no way I want to experience a loss of over 40 again. So I'm hoping that there's a Head Officers section for those with higher authority able to kick normal officers, the heads are those that would be like assistant leaders or just those you have absolute trust no matter what.
Eli thinks--- or they could need the leaders permission to do anything like a bill of some sort..they would make an action and the next time the leader would be on they could approve or disapprove..
Bottom line pretty much is if there were officers meant for recruiting/kicking and if they were to cause trouble while the leader is offline, there's the possibility someone else would be able to handle it. Verix 23:36, 17 May 2008 (UTC)
- → moved from #Deletion Cache
Definitely, possibly some ranks such as Lieutenant or Captain --The preceding unsigned comment was added by User:80.42.162.48 (talk).
this topic has been suggested above.. i for one do agree there needs to be deliniation between as a 3 yr gl i have 3 officers to avoid above mentioned in alot of ways it quite unfair to those that are good hard workers that im not willing to promote out of having officers kick entire guild. Gow Czar 16:45, 24 May 2008 (UTC)
instead of "head officers" it be senior officers, by marigu goke
I 100% agree. There is many different levels of members in my guild and I would like to structure it more. Even give us the ability to name them would be GREAT!!!! Devi Talk 02:42, 29 May 2008 (UTC)
Deletion Cache
What I found that really bit the dirt in GW1 was that GM's had no way of retrieving information that can bring back a accidental deleted character. Before anyone posts (you must be stupid that you typed in the name in the deletion bar) sometimes pvp players are really fond of creating and deleting pvp characters constantly and sometimes one may accidentally delete his pve warrior which he had for like 3 years (me). Well I was hopeless after i found out i had no chance of retrieving my character, so I hope in Gw2, the DEVs would have come up with a Cache that saves information of deleted characters for a certain period of time so that when some unlucky person go OMFG i accidentally deleted my character, he can go to a GM, give his personal info, ask if i could retrieve my deleted character from the deletion cache, and no crying will result. :) User: Dark Shadow 16:13, 17 May 2008
- I agree, deleted characters should be saved for up to a week. This also provides a buffer if your account gets hacked and someone deletes your characters-get your account back from Anet with customer support and restore them from the Deleted Characters cache.
{{moved|to|#Guild Roster, one extra position at least. ^ What is the above post talking about? This is about a deletion cache... not army ranks --The preceding unsigned comment was added by User:76.65.12.32 (talk).
- It was proly for the thread above this one. --The Cyphero 05:00, 21 May 2008 (UTC)
- Moved up. -- Gordon Ecker 08:01, 21 May 2008 (UTC)
Buy Back System
A nice simple change would be to allow players to buy back items sold to a merchant. Perhaps you can implement a separate tab where you can see what you sold, and simply select items to be recovered.--St andrew 01:05, 18 May 2008 (UTC)
- I agree on that one definitely. I hate to sell something to merchant by accident and then not being able to get it back. --Treasure Boy 22:24, 21 May 2008 (UTC)
i have had that happen sold something i didnt want to sell .. would love to be able to have the choice to get it back .. wether its same price or double or whatever is decided.. on some occasions its worth it Gow Czar 16:48, 24 May 2008 (UTC)
Customized Armor
First off, I applaud the armor system in GW. The idea of buying your armor from an armorer, and being able to buy matched sets, is both simple and brilliant. Especially as most RPGs I’ve played before rely on players finding random pieces -- and of course they fit regardless of gender. That said, I’d like to have more control over customizing that armor. Different layers of color – base color, detail color for example. Another idea in this respect might be to allow players to seek out crafters who can augment the armor with cool details or change existing details on the armor.--St andrew 01:36, 18 May 2008 (UTC)
- /agree, i hope they do something like this rather than additional armor pieces like jewellery and such. 121.208.172.69 08:38, 18 May 2008 (UTC)
- No reason they couldn't do both. To be honest, I kind of don't like the armor system in Guild Wars. I understand why they did it that way: PvP balance. I still don't like how there isn't really much to look forward to getting or finding besides the same exact stuff with different skins. When rare items dropped in a game like Diablo 2, it was always like, "All right! Awesome!" When they drop in this game, it's more like, "Yeah, okay. Big deal." --Amazing Goat 21:19, 18 May 2008 (UTC)
Auras
I observed scattered suggestions about auras throughout, but did not see one specific to this topic. So, I would like to see enhanced visual effects for auras. Perhaps the auras start out simple, but as you level up in that attribute, your aura becomes more visually impressive. As already suggest auras could have a cool glow, you can also create different visual effects (like fog, smoke, flames, sparks, etc.) around the payers feet, hands, head, or body.--St andrew 01:44, 18 May 2008 (UTC)
- Love devine aura, and i like this idea. It has been suggested many times so people really want it :) -- Silverleaf 12:35, 18 May 2008 (UTC)
- I Like this idea very much too u can 1. choose the kind of aura in the creat char menu and each lvl your aura grows a bit or 2.use insignia like stuff that u can equipe to your armor
Ursan, Wolven and Raven Blessings
I think all the blessings should be removed as PvE skills, and only allowed to be used in places where they are initially given as temporary skills (for example norn quests). Ursan has in essence ruined the game, the diversity which was originally brought out by guild wars in the very different character classes, all being able to put together a good balanced team, is all gone. Now for every DoA or FoW or UW party anyone wants to join, they have to be an r10 ursan, and sit through a party where most of the players in that party are using an identical skillset to one another (ursan blessing).
It takes away the fun and the skill of the game, and just replaces it with an easy boring grindfest.
NO WAY THEY ARE MY FAVE SKILLS!!! It would be annoying if you took them out cause i use them ALOT!!! LEGION Peace, Through, Power!
(The above unsigned statements are not mine, this one is though) In a way I'd like to agree with this suggestion but I believe if they were to remove anything involving these skills it should be the use of it in elite missions such as FoW and etc. Every other place that isn't considered an elite area you would still be able to have fun with ursan at least. I just find it unfair how a lot of the time I can't get into a normal FoW group anymore like the old days, my ranger has only r6 of norn and though I do not dislike farming rep points, I dislike that I have to farm these points just to have fun in a place that once included skill to survive. Verix 15:32, 18 May 2008 (UTC)
- Try the GW1 suggestions(That's really a GW1 suggestion, not GW2). =) However, since Norn can turn into bears, and Norn are playable, I think at least some form of Ursan Blessing will be included in GW2 -- hopefully, it's actually balanced properly.--Kite 19:15, 18 May 2008 (UTC)
- I feel as if I should point out two things in this thread. First, Bear Form would be cool for Norn, but it would (in my opinion) need to be adjusted to work with all professions, not just attackers. This is because I am strongly against certain species being "better" at some professions than others. And I feel that that is exactly what is going to happen. The second thing is, Ursan has not ruined the game, Ursan is -- by and large -- just fine. Consumables, however, have severely damaged the economy, playstyles, completely eliminated the merit of titles such as Guardian and Vanquisher, and done various other naughty, naughty things. Yes, I think Ursan should be nerfed to hell, but it's really not the big problem, in my opinion.
i think ursan blessing should be in in gw 2 [and not nerfed] ,but only usable by norn or when a norn uses bear form there skills are replaced by the ursan blessing skills. Joe mama xzy 16:56, 6 June 2008 (UTC)
In my opinion, the Ursan, Volfen, Raven stuff, shouldn't even be in GW2, since Norn are a playable race, I don't see the norn people at the shrines using Ursan blessing, they should be replaced by Bear Form, where the user turns into a bear etc, and still has their skills. Stokoe
Interactive Environment
I would like to:
- Explore buildings, to use them as cover from melee, projectiles and some elemental attacks while risking being burned out by fire wielding characters
- Use weapons as tools. Hammer Warriors can break weak walls while Earth Elementalists build them. Rangers climb trees for physical protection and double chance of headshot while Axe warriors can chop them down faster than other slashing weapons to make bridges/rafts. Assassins can use bushes and holes in ground for ambush skills, while Dervishes cut through them best and trailblaze through long grass and foilage. Paragons inspire NPC workmen to a temporary higher level/speed while Mesmers convert(Charm) neutral npcs or make some bandits neutral. Necromancers dig graves/short tunnels for potection against all but water and earth attacks. Monks can bless objects for short term power boosts while Ritualists concentrate to detect hidden ememy popup groups etc. --Don Knowall 12:51, 18 May 2008 (UTC)
- For first one: thats called "landscape interaction" and "tactical placement" ^^ WTG idea. Second: really appriciated, but needs alot of thinking and considering. Necromancers digging graves to protect themselves? Meh. Say if they could use graveyards to cast friggin powerful magic - not only minions, but like mob insta-kill overland? (Reminds me of "Mage's war" by Nik Perumov. Sweet memories =] ) Ratys 16:13, 19 May 2008 (UTC)
- If grave digging is a bad technique then you can turn into a zombie to avoid certain conditions or increase them to use against an enemy. There are many suggestions that can make a profession more unique with further thought.
- Skill balancing should be straightforward if a character is in an area where (s)he is extra good, they get a 10-20 bonus to their skill and professions of opposite nature get a 5 - 10 penalty. Take your graveyard skill benefit as an example; Death Magic skills take 25% less time to charge in large graveyards or cost 20% less in small graveyards because there are so many dead bodies.
- The situational skill for a monk would be consecrate ground to remove the penalty and half effectiveness for a Necromancer at the cost of max energy. Necromancers can reset the bonus by investing their Maximum energy by choosing the situational skill profanity. A church/churchyard would have the opposite benefits to holy type professions.
- Portals or energy rifts seethe with chaos energy for Mesmers and make other casters easier to interrupt due to concentration difficulties while natural wildlife benefit rangers but have difficulty in unnatural magic areas due to a lack of expertise.
- Elementalists are the hardest to balance because their opposite, Warriors with physical attacks are both capable of altering their chosen skill line to take advantage of certain level benefits. Hammer and Earth work with the same benefits, Sword and Air could work towards dry areas with speed boosts, Axe and Fire vs. plants and nature, Tactics and Water in muddy areas gain mobility benefits.
- From Factions, Ritualists are balanced between Monk and Necromancers therefore gaining less benefit and penalty, Assassins are balanced between Warriors and Mesmers so they work best in cities.
- From Nightfall, Dervishes are Warrior Monks and Paragons are Warrior Rangers from a shout vs. nature spirit perspective, rangers have distant physical attacks and turn the environment against people, Paragons turn allied people against the natural environment with their burning skills.--Don Knowall 22:49, 19 May 2008 (UTC)
- You press to much on current GW and "straitness" of anything. Remember that there will be race choice introduced; why profession bonuses must depend on enviroment? Just some interaction, like moving objects by telekenesis, object creating, improving, hiding in buildings, stealth-action and so on. Ratys 16:31, 20 May 2008 (UTC)
- I like the situational conditions because it can encourage tactical play. GW1 has environmental effects like Tar so having environmental locations giving a positive effect (like hills currently give rangers sight and damage bonuses) also need highlighting. Racial advantages / disadvantages are also logical but I believe someone else has already made the suggestion elsewhere. --Don Knowall 11:02, 28 May 2008 (UTC)
Guild Recruitment Chat
Well as we all know, most guilds recruit by means of advertisements being spammed in Local chat. At times I thought there should be a seperate chat for people to advertise, that way people in Local chat can still be seen asking questions, talking to friends, or be seen requesting for a group rather than having some people have chat clogged with ads. Verix 16:21, 18 May 2008 (UTC)
- Couldn't agree more, the worst culprit nowadays is [KISS] guild...
Pre-Searing area
Pre searing was BEAUTIFUL! I think it would be great if A-net made a pre searing area(just visual appearance) with high lvl foes, max armor ect, that you can come back to and leave over and over. {dont bring charr homelands in eotn into this, thats different imo)
- Yes, i like the pre environment, too. Getting LDoA was my favorite week long grind. I actually like grinding --Hachnslay 06:59, 21 May 2008 (UTC)
- Bump! --Don Knowall 11:08, 28 May 2008 (UTC)
The should make Ascalon green again. The land regenerates in 200 years. Death Demonisher 22:18, 29 May 2008 (UTC)
- They did. It did regenerate... but now, it's infested by ugly-ass flea-riddled vermin, as I believe was mentioned in The Movement of the World. --Jette 22:50, 29 May 2008 (UTC)
Another feature for guild roster
I'm hoping for a small feature that alliance leaders would be able to access ally guild rosters through the alliance tab by choosing the guild then the icon shows up to look through (And only to view the roster, unable to do anything else). I've not only been leading my own guild but also an alliance, it has bugged me for ages that I couldn't quite figure out how many are online in my ally guilds. I constantly look for good active guilds all the time these days, sometimes the occasional guild comes up saying they're active only to later find they had about 5 or so that were on regularly and/or would have less members than mentioned when recruited. Must suggest that if you guys were to implement any changes for guilds, please also think about the leaders options to make things easier or to make things less disconnected from what's going on with their allies. xD Verix 17:06, 18 May 2008 (UTC)
Time for another great or crazy idea. If you guys were to have more options for alliance leaders that revolve around their alliance. Might as well have an extra tab for guild leader access only. In this tab you can add the options for alliance leader to be able to kick members from ally guilds, and knowing that some leaders would not like this suggestion (due to lack of trust) I believe the guild leaders should have the option in this tab to allow or disallow their alliance leader for this type of action. This way the leader is able to control trouble in the case that the leader and officers were offline when a trouble maker was online, sometimes I had to kick an entire guild temporarily to fix this but I wish to avoid this at all times. Plus just so the tab isn't wasted to a one or two simple small options, might as well add an array of the same options for other guilds leaders able to kick from the alliance leaders guild, however the leader would also have to choose the option to allow this action. A lot of this is based on trust. Verix 17:29, 18 May 2008 (UTC)
Guilds Ship Travel
First off I'm sorry if this seems as a farfetched idea or something but I can't help it, inner child fantasy taking over. lol Anyways. A number of guild halls have ships and none of them you can really ride. I have no idea if Gw2 would be doing anything with the sea but seeing as the world already had wooden boats in Gw1, then I'm thinking 200 years later the technology for ships have progressed dramatically. I'm wishing that guilds would be able to travel with a party of alliance members through the sea and face creatures there or possibly war with any other sea faring rivals such as pirates or other guilds. Now I know this seems crazy already but bare with me, my eyes are twinkling with the idea. xD If ships and sea travel was something possible, please do it. Now I wouldn't want members to just go in the ship and do nothing but move around, ship has to have some nifty things say like cannons for battle, whether it be those old fashioned stationary or those revolving turrets I don't really care. Weaponry for battle and able to decorate the ship, upgrade it for better improvements. Now I know my ideas seem crazy, but I love the idea of Gw2 being more than just land and guilds don't have to only be land as well, we could possibly be pirates if there were sea going things. Verix 18:30, 18 May 2008 (UTC)
- Not a bad idea, but it is maybe difficult to make true. It would ask alot of the game engine... _.:-+-:._Cyan Light 18:36, 18 May 2008 (UTC)
Well that's why I mentioned if it's possible then do it, if not then it's ok. I'll just have to take up the career of game design and see if I could make that fantasy true in another game if it doesn't work out for Gw2. xD Verix 18:44, 18 May 2008 (UTC)
What if guild alliances could collaborate with ships, or maybe join together in a world PvE event, with players pooling resources to create ships, and sail out to fight the undead corsairs? Lots of killing, and lots of people. Much fun. 70.144.92.220 15:25, 26 May 2008 (UTC) The Whispering Pine
E-mote Suggestions
First off these are suggestions for emotes which I hope will still be in GW2.
I think a /kills emote would be awesome, because then you could compare to the /deaths emote, and possibly they could have a /killstodeaths emote for a kills to deaths ratio!24.19.97.52 19:01, 18 May 2008 (UTC) whoops forgot to sign in I wrote the previous one.--Shards of Narsil 19:02, 18 May 2008 (UTC)
Also I think a /bosskills emote would be sweet, because then you could check how many bosses you have killed. it would probably display like this: You have defeated # Bosses.--Shards of Narsil 18:21, 21 May 2008 (UTC)
...Still waiting for the /pwnage emote. --Don Knowall 11:10, 28 May 2008 (UTC)
- I think social emotes would be more fun, like /hug or multiple /dance emotes. =) - Elder Angelus 17:06, 10 June 2008 (UTC)
Runescape and Guildwars Ideas
It would be a nice trhing for NcSoft to have a little chat with Jagex, the company that makes Runescape, as they could get some nice ideas for making Guild Wars a little bit better. I mean that some of the suggestions for GW2 are BASED on Runescape and NcSoft could get some ideas for making Guild Wars more trading and new ideas.-Lu Sen
- No one likes runescape...Blackie ewilson92 19:35, 18 May 2008 (UTC)
- runescape is the anoying game pepole try to sell account for 1k in lion's? --Bob 00:11, 19 May 2008 (UTC)
- Hey not to defend runescape or anything but Runescape is like the game everyone played as a training ground for mmo's, just like soldiersfront is for fps :P (No relation whatsoever to guildwars) User:DarkShadow
- No, counterstrike was the training ground. Owut 16:49, 19 May 2008 (UTC)
It's not a bad idea to have a litle chat with jagex. What's good about runescape is that you have the posibility to do other thinks then fight. for exemple you can fish or craft your own weapons etc. and you dont have to pay or fight for those thinks. so its a good way to make profit and it may be fun to do something else
- Yeah, but the fact that noone here actually likes runescape sorta kills that idea. The huge difference between RS and GW is that in RS, you level up, buy stuff, and the only fighting is auto attacking. In GW, the max level is low, all levels are the same in all PvP, and there is actually an amount of skill involved in making and running your bars. No. Bad idea. Don't go there. 牛Correct仔Jeans裤 16:44, 20 May 2008 (UTC)
If Jagex even helped with it it would be horrible bad community too much grinding crap graphics all of the people would be 6 year olds and stuff and oh yeah everything would be members only lolololololololol The chat:
ANet:Hey guys, we, uh... heard you had some cool ideas about MMOs and wanted to colaborate a bit. Jagex:Sure, why not?
ANet:So, got any cool ideas about how to make Guild Wars 2 better?
Jagex:Oh, you bet. First, make the PvP suck. I mean, seriously, who plays PvP?
Jagex:Then, remove the stupid "Death Penalty" system, and just make everyone lose all their stuff when they die.
Jagex:Oh, and add in crafting and jobs and stuff, but make sure it takes about a year of playtime to reach the max rank, y'know, to keep people interested.
Jagex:Which reminds me, make the level cap alot higher. I mean, seriously, why let skill controll the outcome of battles and not length of play time? You should reward people that have no lives.
Jagex:You should probably fix the graphics too, as it's really hard to count the polygons in Guild Wars as it is.
Jagex:You writing this down?
ANet:Oh, definately. Go on.
Jagex:Oh yeah, also, we think the no monthly fee thing is really cool, but wouldn't it be cooler if there was no monthly fee, but then you could pay money to actually be able to play the parts of the game people care about?
Jagex:One last thing, make the chat filter mandatory, and expand it a bit. Just get every possible combination of charachters and prevent every third one, that seems to work for us. And make sure to ban anyone that says anything that anyone doesn't like. I mean, the game is rated 'T' and all, but there could still possibly be someone playing that hasn't seen or heard swear words a few hundred times before.
Jagex:Well, that's about it. Good luck with Guild Wars 2! *click*
ANet:Wow, that was more productive that I expected! Go give this list to the coders with the title "What not to do when making an MMO."
Now, there may be aspects I dislike about GW, but GW can't even compare to how much RS has been screwed up. In case anyone wasn't aware, last I checked, making fun of RS was basically the national pastime in GW chat channels, and "go play RS" was an insult. Copying off of one of the games that is most universally hated by the GW fanbase would be about the worst move ANet could make. For the record, there's about a 70% chance the OP was trolling. 71.31.157.150 20:30, 20 May 2008 (UTC)
uh, hello!!!!!!! whaddya mean noone likes Runescape! as long as your a member, its awesome. n00bish nonmembers(f2p) get none of that, but comeon! how awesome is it to summon a gigantic wolpertinger!?!?!?!?!?!?! but your right gw2 should be nuthin like rs2's uba-awesomeness (my word don't steal it!)69.23.219.85 23:14, 20 May 2008 (UTC) a random guy who until further notice shall be known as jeff (AND YES I WROTE THIS SIMPLY TO STAVE OFF BOREDOM TILL GW2 BETA TESTS START!!)
- L2notfail plz. Owut 23:19, 20 May 2008 (UTC)
Srsly, for making this suggestion, GET THE FUCK OFF MY INTARWEBZ. FOR SRS I R HUNT UR IP WID MA VIRUSAZ?!?!!!!one!1 etc.
Just no. Don't fail. RS is one of the SHITTIEST games in existence, you want GW2 to be a piece of shit too, which it probably will mind you, but this will just PUT THE FUCKING NAIL IN THE COFFIN. Owut 23:19, 20 May 2008 (UTC)
runescape sucks: grapics sucks, auto fighting sucks, there rules sucks and the montly fee fucks etc. but whats when i played runescape (i stopped its boring gw is muuuuuuch better) i liked it to do something else then fight like producing things to make money without fighting
- Yeah well make it not fucking BLOW like runescape and follow a more WoW-like system where it's actually DECENT for once. Owut 18:29, 22 May 2008 (UTC)
This is a wiki, not a dumb kid l33t forum. Can the l33t chat, all upper case, mixed case and personal attack stop? If you are new here, please start by reading this and this this. --Bob 21:00, 22 May 2008 (UTC)
ok i will say it like this: it would be fun if in gw2 there is something else to do then fight like job or something (idea of skills in runescape and professions in WOW, etc.) AND GW2 IS NOT A GAME THAT SHOULD BE LIKE RS BECAUSE RS SUCKS!!! Do you understand now?
NNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! PEOPLE, PLEASE STOP SAYING rs SUCKS, CAUSE IT DOESN'T!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- Seeing as most/all of the comments supporting the game are written in similar styles to your own(capslock spiking, overuse of punctuation, overall immature tone), I consider that enough evidence to show me that RS sucks pretty badly. If you want to argue about actual gameplay quality, I'm willing, but elsewhere, this page is long enough as is. 69.40.253.203 00:08, 28 May 2008 (UTC)
- How about just saying what features of RS you would like to see in GW, instead of being vague? RS might have lots to offer, but many of us don't play it and are not planning to play it either. -- Alaris 00:25, 28 May 2008 (UTC)
- Well, see, here's my problem w/ rs... I played it for a while... then got bored, so I bought GW. At first I didn't think much of how much better guild wars was to RS... but then I went back onto RS, on my friends account... one that was a member with practically everything. I played it for one hour... the whole time thinking of a good build I wanted to test with my para. yeah. RS is BORING! If I wanted to waste my time doing nothing, I'd play RS. Guild wars should have no affiliation with RS whatsoever. I liked how they did everything in guild wars. no mining, no fishing, no random chopping down a tree that reminds you of a bad-graphic Animal Crossing... Guild wars is superior to RS. STOP SUGGESTING rs STUFF FOR GW2!Zeph 22:42, 1 June 2008 (UTC)
- How about just saying what features of RS you would like to see in GW, instead of being vague? RS might have lots to offer, but many of us don't play it and are not planning to play it either. -- Alaris 00:25, 28 May 2008 (UTC)
Map Notations
Allow players to annotate maps (or a map), so they can mark places, collectors, bosses, skills, and such. In fact, it might be nice to allow players to have a map item (maybe just built into the interface) that fills in as they explore.--71.179.232.169 04:43, 19 May 2008 (UTC)
- And a Guild map...a way for guild members to get information about an area, etc and update it as they need. May be only officers would have update/deletion rights though.--Shaia 09:43, 19 May 2008 (UTC)
I agree with this entirely, this would be great for group avoidance. Although this could make the game slightly less challenging....
- ...But much more socieble and GUILDwars-ish ;) Makes something of guild knowledge base, which is really cool in some aspects. Pretty lots of things can be added to this. Ratys 17:08, 19 May 2008 (UTC)
- I really love this idea. This would make the game very interesting and allow you to follow paths that you draw on your map very easily. And another thing that would be cool is to allow you to sell maps like an npc that allows you to buy maps and copy them or something.--Shards of Narsil 20:21, 19 May 2008 (UTC)
- Yes please. --Amazing Goat 20:42, 19 May 2008 (UTC)
- Also, good synergy with this idea. It means that you can have whole map uncovered, but if you want explorer title you actually need to visit certain spots and "hit the marker" there. Ratys 15:11, 20 May 2008 (UTC)
- Agreed great Idea!!!Goin' On Mission 04:17, 23 May 2008 (UTC)
- I would so love to have something like this :) --Matt The P. 21:59, 25 May 2008 (UTC)
- Agreed great Idea!!!Goin' On Mission 04:17, 23 May 2008 (UTC)
- Also, good synergy with this idea. It means that you can have whole map uncovered, but if you want explorer title you actually need to visit certain spots and "hit the marker" there. Ratys 15:11, 20 May 2008 (UTC)
- Yes please. --Amazing Goat 20:42, 19 May 2008 (UTC)
- I really love this idea. This would make the game very interesting and allow you to follow paths that you draw on your map very easily. And another thing that would be cool is to allow you to sell maps like an npc that allows you to buy maps and copy them or something.--Shards of Narsil 20:21, 19 May 2008 (UTC)
MOUNTS
Reasons to hang at the Guild Hall
I was just reading on AoC's crafting villages, and I don't know what all is in them... but, FunCom has basically put in reasons for players to hang out in these "guild halls." I too would like reasons to hang out in Guild Halls such as...
- Guild Hall events, like monsters attacking the Guild Hall to damage some of the structures/trophies.
- The often suggested mini-games like chess within the Guild Hall to play against guildies.
- Maybe steal the create a puzzle ideas from A Tale in the Desert.
- Events, where guildies need to band together or warp in (yes I know is repeated, but seriously).
Thanks! --Ravious 20:46, 19 May 2008 (UTC)
Monsters! Add monsters and a seperate part of the isle for fighting im! kinda like this!Diagram1
_________ / \ZFF=Zone For Fighting |------------|Docks|Hall Diagram 1/ ZFF \ Diagram 2 |------------| \/ ---------| \_____ / Main Area \ / \ |----------------------|
Or we could have a hole new area!Diagram2:The Cricket
Changing Character Appearance
I think it would be cool if you could change your character's appearance. Since this would probably be abused, maybe make it so you couldn't change genders, it costs a large amount, and after you do it you couldn't play on that character for like, 5 days? Something like that.
- yeah, its kinda annoying that you cant change ur appearence, good idea
Character appearences should be more advanced (like oblivion) you can change your physical face, and body (make him fatter or skinnier) make him have more muscles, or less, not too skinny or too fat, just the correct sizes for professions. instead of not being able to play for a while...they should just make it so u cant change your appearance for a while after you have changed it. and that have variaties of different body shapes is also a good idea.
- I see what you're saying...but dude everyone in Oblivion was butt ugly. - Elder Angelus 17:08, 10 June 2008 (UTC)
Focus items
- → moved from User talk:Gaile Gray/Guild Wars suggestions
If there are something like focus items in GW2, please make it so that they add to energy generation or something, not just to the maximum energy. As it stands now, the "correct" way to play according to a lot of people is to use a shield and just to switch to the focus item when you need extra energy, which just seems rather silly to me. There should be some tangible benefit to keeping your class-specific gear equipped all of the time, and apparently 20% chances of things occurring that rarely make a difference anyway aren't cutting it. --Amazing Goat 21:07, 19 May 2008 (UTC)
- I prefer the view that different strategies should be viable. For example, players have a choice between higher armor, better energy management, stronger spells, or better chance of faster casting / recharge. Depending on the situation, I will favor one or the other approach. Perhaps adding a delay for switching items would be enough to prevent switching items all the time.
- I'm not sure what you mean by "the correct" way to play, according to who? As a caster, I'll use the shield to run, but there are plenty of really good builds that benefit more from having the bonuses for stronger spells or faster cast / recharge. Using a shield only seems logical when kiting or when taking damage, in which case I personally would like to be given that choice. -- Alaris 22:14, 19 May 2008 (UTC)
- I prefer that different strategies be viable, but I do not prefer that the optimal strategy be to have to keep switching weapons. Another example of this would be using something that grants a chance of a bonus to one attribute, and then switching to another weapon when using skills that use a different attribute. If the idea of the different items is to make people choose which one they want to be stronger with, being able to switch on the fly defeats that and just makes combat more cumbersome. --Amazing Goat 23:53, 19 May 2008 (UTC)
Guild Halls
I think it would be cool if instead of just a building as a place to hang out for a guild hall, a guild leader could maybe make an NPC 'army' of like 50 NPC's, and make them into little squads. Using Guild Wars as an example, 3 Warrior NPC's, 2 Monks, 1 Ritualist, 2 Rangers, 1 Mesmer, and one Human player as squad commander. Maybe 5 squads, vs Team 2's 5 squads. Maybe the squad commander could customize his own squad. Also, maybe giving Guilds levels so that only equal guild would have wars with each other.
Nice, but I think that we expect to much from developers, 50 NPC´s is to large army so it is better that bee same monsters that protecting the Guild Hall. That few monsters must look like they are from territory of Guild Hall (example: some burning like wasteland must have some fire monsters or something like that, or jungle Guild Hall can be protected by large insects....) I think that this will be very cool and totally new.
- It would be nice if the GH would have a daily rental cost for each feature. And I belive buying extra combat NPC would be a nice idea - just make every additional NPC cost exponencially more & limit the max number of purchases. Might be a bit tricky as then people would want editing the placement of these NPCs and possibly objects like wargear. Oh.. and have different stuff for defending your GH and attacking other's GH. And please make PvP earned victory points compatible with in game cash for this purpose. SamoK 08:00, 12 June 2008 (UTC)
Guild Halls
I think it would be cool if instead of just a building as a place to hang out for a guild hall, a guild leader could maybe make an NPC 'army' of like 50 NPC's, and make them into little squads. Using Guild Wars as an example, 3 Warrior NPC's, 2 Monks, 1 Ritualist, 2 Rangers, 1 Mesmer, and one Human player as squad commander. Maybe 5 squads, vs Team 2's 5 squads. Maybe the squad commander could customize his own squad. Also, maybe giving Guilds levels so that only equal guild would have wars with each other.
(Mostly) A list of what NOT to do in Guild Wars 2
-DO NOT MAKE THE LEVEL CAP INFINITE. Not only does this make the game too much of a grind, but it WILL result in the phrase NoOb being used more. I dont think the cap should exceed 50.
-DO NOT MAKE GW2 ANOTHER BRAINLESS MMORPG, THE FACT THAT IT TAKES SOME PLANNING TO BE GOOD AT GW IS IMPORTANT. I read that you plan to have fewer and simpler skills in gw2, but that would be a huge dissapointment to me. one of the main things that I love about guild wars is that it actually takes some strategy to be good at it.
-THERE SHOULD BE A WAY TO SELECT A SOLO MODE IN EXPLORABLE AREAS, SPAWN CAMPING IS NOT GOOD. Thecaps say it all.
-CLICK TO MOVE IS CONVENIENT WHEN STUCK WALKING IN A CIRCLE DUE TO GLITCHES, PLEASE DO NOT REMOVE.
-DO NOT MAKE GW2 ANYTHING LIKE RUNESCAPE OR WORLD OF WARCRAFT. Please.
-WIDER PET SELECTION. MANY MONSTERS SHOULD BE TAMEABLE. Im sure im not the only one who wants an aataxe for a pet (finally a little revenge
-MORE STORAGE
-NO HOUSES Honestly what is with the people who want GW2 to be some sort of high end RS?
-SKILL THAT MAKES AN ENEMY FIGHT ON YOUR SIDE TEMPORARILY Just thinking out loud, but it would be cool if there was a pvx that temporarily turns and enemy into a sort of henchie. They retain all their skills but fight on your side.
-DELETED CHARACTER "GRAVEYARD" This has already been addressed about 100 times but I just wanted to add it to my thread. Any way around it, there deffinately needs to be some sort of 24 hour cache for accidently deleted characters.
-ABILITY TO CHANGE APPEARENCE
-ABILITY TO CHANGE NAME I might be getting finicky since its about 11 pm and Im really tired, but I thought Id throw this in.
-I KINDA DO WANT TO RAISE A PET... I know, I know, youre all going to say how lame of an idea it is to raise a pet, but think it has potential to be fun.
-NO PET ARMOR PLEASE I feel like an idiot just typing those two words together
-MAKE PETS AND WEAPONS VISIBLE IN TOWNS
-ARMOR "CLOSET"Im sick of having to use precious storage space for my other armor sets whenever I go farming, so I think there needs to be some sort of cache where we can store armor
-EASIER TITLES The rainbow phoenix transformed titles from something you work at leisurly for a few months to an all out grind to get that stupid bird. I'v been working on the ursan title forever and its r3. Im not saying to make titles something you can max out in a couple days, but please tone down the effort they take.
Thats all I have for now but Im sure I'll think of more after a while. Please feel free to mention anything else you may have in mind. Thank you.
- I didn't read any of this, honestly because the writer believes his opinion to be more important than the other 5,000 people on this page. Don't bold caps.
- All caps is generally frowned upon in most internet forums and I doubt that here is any exception. It does not make people take you any more seriously. If anything, it makes people take you LESS seriously. --Amazing Goat 05:06, 20 May 2008 (UTC)
- You say dont make GW like any other MMO and yet you want mounts? 121.208.172.69 08:20, 20 May 2008 (UTC)
Man...mounts won't make any difference ,in fact it will make game exp more enjoyable,if you don't like them don't use them 79.101.168.118 12:49, 20 May 2008 (UTC)
- "DO NOT MAKE GW2 ANOTHER BRAINLESS MMORPG, THE FACT THAT IT TAKES SOME PLANNING TO BE GOOD AT GW IS IMPORTANT" Errm, I beleive the skill "Ursan Blessing" has already removed any need for skilled or smart playerf from the game. Now any old newbie can do everything on hm.--Neyon 20:50, 2 June 2008 (UTC)
I would say about half these Ideas are legit, but one thing first dude, Bold is ok, caps acasionaly on a word or two (I know i use it a bit for EMPHASIS <-- like that) but don't put everything you have to sya in caps. Moving along, Anet has already stated that there would come a point were you would cease to become stringer while leveling. It would be like in GW now, your level 20, you get enough XP for a skill point, but you go to lvl 21 gain a skill point, no atts, nothing else. So maybe if your a grizzled verteran with 10mil XP you would be lvl 200 or something, but only as string as someone lvl 20. It would be to add a little pristige and easily denote people who have done a lot and such> I personally think that would be cool, My warrior has 3 mill XP and I would like a way to show that off.
- Mounts, no, no mounts for GW, I imagine Anet will preserve map travel, if not, still, mounts do not fit into GW. period.
- Anet also stated (somewhere) that they will be instancing specific areas so as to avoid spawn camping, they are a smart bunch and will mkae sure that doesnt happen.
- More pets are needed, but pet armor is not. Pet tamers buying pets from you SHOULD NOT happen, can you say "Return of the gold sellers"?
- Changing name and appearance shouldn't be nessicary. Many have suggested a barber (for changing hair style and color) I'm perosnally for that, but face and such shouldn't be changeable. The idea is that your an actual person in the world. Name changing, maybe, but highly restricted or it would be abused.
- Titles are fine, don't mess with them, It is already easy enough to get most of them. I like it to feel like i realy achieved something when i get them, not oh jeez, I just did somehting everyone else can in a few hours
- More Storage is a must, or atleast a way to store our armor in a way that doesnt take up space, my warrior has 7 sets of armor, and everyone else atleast 2, Im to the point where i have 3 chars just for storing things, and still filling my storage. more is needed. The Armor closet sounds like a good idea. I think the Xulani could pull of some more chest magic =D
- Mind controling like skills would also be a very cool idea, PvE only of course.
- The char graveyard is not realy needed, it is already pretty hard to accidentaly delete a char, but i can see if someone got into your account... It could go either way, not a bad idea.
--Wolf 19:41, 13 June 2008 (UTC)
Mounts 2.0
Assuming you do allow mounts, some ideas-
1.) Allow mounts to have armor
2.) Maybe allow mounts to be raised
3.) Winged mounts would be c--Don Knowall 00:33, 20 May 2008 (UTC)ool
4.) Mount can add extra inventory space
5.) Mount can hold 2 people (maybe taxi-ing to get some money)
6.) Mount attack add-ons (like putting steel claws on one)
7.) Allow mount to have 1 skill
8.) Allow combat from mounts (perhaps a range only, or some mods for those you have equipped)--St andrew 22:54, 19 May 2008 (UTC)
You could have class based mounts that can only be used for attacking dragons and their minions (higher quality with investment in primary skill and prestige mounts hunted for in elite areas where they find food for themselves easily);
- Assassins get gliders (darts and bombs are optional)
- Dervish get carried by avatars (avatar blessing)
- Elementalists use magic carpets (Elemental attunement), and Monkey! style clouds (Air/Water Magic specific)
- Mesmers gain Levitation (Mind blasts of chaos energy)
- Monks gain Dwayna wings or Griffons (Kirin style attack)
- Necromancers gain undead mounts, vultures or dead hawks (Claw attack, screech)
- Paragons can maintain angelic wings (Holy weaponry, Lightning strikes)
- Rangers call living mounts like birds of prey (Claw attack, screech)
- Ritualists carried by Stygian dead ghosts (ghosts pass through enemies to damage them before returning)
- Warriors carried by warbirds, combat bred versions that are of a different species than ranger versions (better armour, less agile, harder to aim from).
Map travel could have new animation for entering and leaving towns when Asuran portals are not used. It would be cool to see an Assassin entering/leaving a town through a teleport into the shadow realm, Dervish ascend as spinning scythe tornadoes, Elementalists hopping in/out of town in the form of energy, Mesmers opening portals of their own, Monks step through the mists, Necromancers move away as a death cloud, Paragons ascend through use of their wings, Rangers ride out of town on horseback wild west style , Ritualists become ghosts themselves to fade away from town, Warriors flag down merchant convoys that are going in their direction. --Don Knowall 00:33, 20 May 2008 (UTC)
- If they are doing mounts, which I'm sure is not a high priority due to map travel, I'm sure they already have their own ideas about how they are going to do them. I'm not trying to be snarky or anything, but I just mean that I think there is a point before a game is even in beta testing at which suggestions get too detailed and specific, and telling them exactly what you want the "mount" of each class to be is probably one of those cases.
- At any rate, I'd rather them worry more about core gameplay elements first and worry about some of the more esoteric stuff later or maybe even in their add-ons, which I'm sure is part of their plan for their mini-expansions (or whatever it is they end up doing with regards to additional content) anyway. I don't want to sound too cynical, but I pretty much guarantee that they will deliberately leave some of their ideas out of the core game so that they can use them to help sell expansions later. That seems to be the kind of business model they are headed towards with the series instead of subscription fees. That's not to say that I don't think Guild Wars 2 will feel like a "full game." I just don't think they are going to throw every good idea they have into the initial release. --Amazing Goat 05:12, 20 May 2008 (UTC)
- Most of the ideas for GW2 are likely to be ideas that didn't fit into GW1 and the structure was adopted as early as development for the Eye of the North Expansion. I am aware that there might not be time to incorporate some of the ideas that were not close to their original concepts but the earlier they are fleshed out then perhaps it will take them less time to develop ideas for the beta which can then be further refined. It will be a great game if its not turned into a rushed job. --Don Knowall 15:52, 20 May 2008 (UTC)
- I'll try and keep this as simple as I can. NO. Mounts are not a good idea, and I'll explain why. First, think about why you would need a mount. You need mounts to travel across large areas without map travel, and to speed up slow paced games. In other words, mounts are only needed if either map travel is removed, or GW becomes slower paced. Would you rather have a huge world that serves no purpose other than to spread out and slow down everything, or would you rather keep things as GW is, with moderate distances between areas, but action and frequent combat to keep things from becoming boring? Second, think of what mounts are. Mounts are basically an IMS with different graphics that hinders combat. Ok, that's fine, but why not just have a normal IMS skill for PvE only with a similar effect? Kind of like a form, you would have to exit to fight. Something like that would accomplish exactly the same thing as mounts in terms of gameplay. And I'd personally rather that ANet works on enhancing the gameplay and general fun rather than wasting their time on something that would do nothing to improve their game. The only point I'll ageree with is that yes, flying mounts would be cool, but this is because flying would actually add something to the game, allowing new tactics and interesting new designs for areas. Normal mounts, however, really add nothing to the game, and all they end up accomplishing is gimping the gameplay of those that do not have mounts yet. 71.31.157.150 20:50, 20 May 2008 (UTC)
- That was contra, now listen to pro. Mounts GW-style might be not just a plain IMS, but new skills, abilities and options. Like Warriors could perform charging attacks with knocking down affected foes. Or remember stone summit's dolyak riders - are they fast? No, but tough and heavy-armored. So why can't players mount something that is slow but adds them protection instead? Also, why can't you make your pet/companion (according to what we know, ANet will give those to all players) serve as a mount aswell? Like it's already said here (damn, tired of redirecting countless mount threads there). Read on the system there aswell. Then, mounts in GW could be like a side option of playing, adding it's own benefits and losses like +MS but -AS, +AL but -MS and +some skills but -some skills aswell, so noone forces you to mount if you dont want to, because in some losses might be benefits. And not a last role plays visual expirience - it just cool to see your characters fighting from back of their fellow creature. Mounts may not be needed in game, but that doesn't mean that they must not be implemented, which is not so hard even if you do the whole thing alone. And ANet has 130 officials or so. Ratys 13:40, 22 May 2008 (UTC)
- First, you win bonus points for saying "contra" instead of "con." But anyhow, mounts as you suggest would still be essentially a glorified form skill with different graphics. And even if it would just take few people or a small amount of time yo make, that time could still be better spent on more important aspects of the game. It is still some amount of time after all, and those bits of time can add up in a project as large as GW2. 71.31.157.150 19:14, 22 May 2008 (UTC)
- Yeah, like glorified form skill... Sheesh. What "more important aspects of the game"? I bet all important things as base system and few vital extensions are already done, now it's time for side additions, else why we got this page?.. Ratys 21:01, 25 May 2008 (UTC)
- Well, I had thought it was so we could suggest things they could do to make the game better, not ways to spend their free time in the development process. But I could be wrong. 69.40.253.203 02:55, 26 May 2008 (UTC)
- Yeah, like glorified form skill... Sheesh. What "more important aspects of the game"? I bet all important things as base system and few vital extensions are already done, now it's time for side additions, else why we got this page?.. Ratys 21:01, 25 May 2008 (UTC)
- First, you win bonus points for saying "contra" instead of "con." But anyhow, mounts as you suggest would still be essentially a glorified form skill with different graphics. And even if it would just take few people or a small amount of time yo make, that time could still be better spent on more important aspects of the game. It is still some amount of time after all, and those bits of time can add up in a project as large as GW2. 71.31.157.150 19:14, 22 May 2008 (UTC)
- That was contra, now listen to pro. Mounts GW-style might be not just a plain IMS, but new skills, abilities and options. Like Warriors could perform charging attacks with knocking down affected foes. Or remember stone summit's dolyak riders - are they fast? No, but tough and heavy-armored. So why can't players mount something that is slow but adds them protection instead? Also, why can't you make your pet/companion (according to what we know, ANet will give those to all players) serve as a mount aswell? Like it's already said here (damn, tired of redirecting countless mount threads there). Read on the system there aswell. Then, mounts in GW could be like a side option of playing, adding it's own benefits and losses like +MS but -AS, +AL but -MS and +some skills but -some skills aswell, so noone forces you to mount if you dont want to, because in some losses might be benefits. And not a last role plays visual expirience - it just cool to see your characters fighting from back of their fellow creature. Mounts may not be needed in game, but that doesn't mean that they must not be implemented, which is not so hard even if you do the whole thing alone. And ANet has 130 officials or so. Ratys 13:40, 22 May 2008 (UTC)
- I'll try and keep this as simple as I can. NO. Mounts are not a good idea, and I'll explain why. First, think about why you would need a mount. You need mounts to travel across large areas without map travel, and to speed up slow paced games. In other words, mounts are only needed if either map travel is removed, or GW becomes slower paced. Would you rather have a huge world that serves no purpose other than to spread out and slow down everything, or would you rather keep things as GW is, with moderate distances between areas, but action and frequent combat to keep things from becoming boring? Second, think of what mounts are. Mounts are basically an IMS with different graphics that hinders combat. Ok, that's fine, but why not just have a normal IMS skill for PvE only with a similar effect? Kind of like a form, you would have to exit to fight. Something like that would accomplish exactly the same thing as mounts in terms of gameplay. And I'd personally rather that ANet works on enhancing the gameplay and general fun rather than wasting their time on something that would do nothing to improve their game. The only point I'll ageree with is that yes, flying mounts would be cool, but this is because flying would actually add something to the game, allowing new tactics and interesting new designs for areas. Normal mounts, however, really add nothing to the game, and all they end up accomplishing is gimping the gameplay of those that do not have mounts yet. 71.31.157.150 20:50, 20 May 2008 (UTC)
Well and Wards
In GW2 pleased use some visual device (perhaps color) to differentiate between friend and foe wells and wards. In the current game, they all look the same, and it is frustrating when you’re in combat to tell where you should or should not take up position.--St andrew 22:58, 19 May 2008 (UTC)
I'm going to suggest it on the GW1 suggestions page. -- Gordon Ecker 23:02, 19 May 2008 (UTC)- Never mind, I already suggested it in January. -- Gordon Ecker 23:13, 19 May 2008 (UTC)
Killing Blow
I think it'd be awesome if, after you killed something/body, you could preform a customized killing blow. Just for fun. Maybe make it an option so if you want to play the game seriously, like farming, you could turn it off.
- The fatal blow could be an emote because spike kills and multiple living enemies don't allow for long animations where you are defenceless. Call the emote /gloat and the enemy is magically animated so that the deathblow is repeated with style but ressurection skills on that corpse have 1/2 activation time for enemies and take your sides corpse exploitation skills 50% more time to work.--Don Knowall 01:01, 20 May 2008 (UTC)
- It wouldn;t even have to be anything crazy, maybe as a warrior, instead of just a standard attack that would kill it, I impale or decap them in some fancy fasion that takes just as long, but it would still be cool to have somehting of the sort. --Wolf 19:48, 13 June 2008 (UTC)
Skill Chains
This might be unfair towards some classes (I'm not really sure, since i dont kno the classes...) but i think it would be awesome if you could, instead of putting a single skill in the slot, put like a skill chain in one bar, like take an assassin for example. Push a button that triggers Attack A -> attck B -> attck C. To make sure ppl dont take advantage of this make a 3 attack limit. Or something like that.
- Perhaps a macro to use skills in a specific order. 3 skills in one slot is bound to lead to imba combos. Ojamo 00:18, 20 May 2008 (UTC)
- I would like to avoid a situation where the number of skills that you have to maintain outweighs the enjoyment. From what I can tell WoW prefers 3rd party apps just to regulate the number of skills the player can use at a time and maintain. Macro's makes it easier for bots in the gamespace, which can outpace human reactions. Skills should be effective enough so that variable speed combos are more rewarding than a set skill chain defeating monsters simply because the AI always chooses to attack and defend when approached the same way. The back armour as a weakspot is always rewarding but seeing a well timed counter attack is as rewarding when their shield is moved away so that they can do their attack swing. Multi-purpose situation skill keys are acceptable though (Jump = climb wall/cliff/ladder = leap up into tree = rise through water). --Don Knowall 00:52, 20 May 2008 (UTC)
- Only my opinion, but having played WoW and then GW's and dropped WoW because of GW's approach to actual skilled play over mass amounts of abilities in a bar as long as your screen, I find the max lvl20 and the 8-bar more enjoyable than WoW's method. Don't know how they decided on an 8-bar but it certainly means you have to know how to play well if you are to succeed in an area, be it PVP or PVE. Introducing macros will quite possibly lower skill requirements in PVP play, cause we all know how effective a well timed interrupt is. All you will see in PVP will be macro vs macro since there are so many common builds already in this form of the game. Macros will not really improve the game any, besides you don't need a macro for a sin anyway, the builds they run are pretty much manual macros already, and further, you can just get a gaming keyboard or game pad and map some macros into that as well.--Shaia 07:32, 20 May 2008 (UTC)
- Biiiiig no from me on any macros or automatic aid to players. It is an unfair advantage other than pure skill and therefore it is cheating. The player is supposed to play the game not some stupid program running in the background.--Neyon 20:57, 2 June 2008 (UTC)
who?
something that i dont get (and really pisses me off) is WHO IN THIS FREAKIN WORLD PUT THE IDEA IN ANET'S HEAD THAT WE NEED TO HAVE SKILLZ THAT ARE SIMPLER AND LESS CONFUSING. if i missed something plz tell me, other wise i dont get why anet thinks this way. plz, plz, plz DO NOT make the skills toooo easy they are fine just the way they are. so wat if it gets people to THINK a little, it cant think them to death. plus we dont want it to be like runescae where they have 8 year olds playin (ps: a long time ago someone said that anet is doin this beacuse they want to get even younger kids involved in the game????????)(pss: dont ask me where i got this i just read it a loooooooooooong time ago) user: the ravfour 78 22:10, 19 MAY, 2008
- There are too many skills that are practically never used because they are ridiculously situational and you only get 8 skill slots. I've long seen that as a problem with the current skill system and I'm sure I'm not the only one. At the opposite end of the spectrum, there are skills that are used way more than most other skills because they are basically guaranteed to always be useful and oftentimes are close to being just plain strictly better than similar skills. Game design 101: Sometimes less is more. --Amazing Goat 03:51, 20 May 2008 (UTC)
- Personally, I like the idea of a flame spell that can give me a fiery aura if I use it on myself, or I can send it out in an arc and set my enemies on fire. I also like the idea of a singular lightning spell that I can cast at a target for damage and pump more energy into it, allowing it to chain off the original target. In fact, I really like the idea of casting a healing spell or building up a charge so that I can give off a burst around me that renews health. Make a simple skill that has multiple effects, based on use, target, etc? Nah... Prolly sounds too real for some people... But I like it! Davnian Siscus 23:56, 20 May 2008 (UTC)
- i completely agree, but look up thread 127. i hope that clears things up
- Traditionally what one does on the internet instead of telling people to look up some particular page is to provide the link themselves. --Amazing Goat 16:47, 30 May 2008 (UTC)
- i dont know how to do that so i did the best i could =)
- Traditionally what one does on the internet instead of telling people to look up some particular page is to provide the link themselves. --Amazing Goat 16:47, 30 May 2008 (UTC)
[nuff said] Read it, puts a lot into perspective. --Wolf 19:54, 13 June 2008 (UTC)
- unless u wanted me to get something else out of this article: all i got from it is that wat they are going to the skillz in gw2 is like a slap in the face callin us dumbasses. user: the ravfoure 78
- Exactly, The skill system as it was was simple enough. Treat your players like intellegent players and thats who you will get playing your game. I personaly love complexity in a game I saw that in GW and I went for it. I don't wanna end up playing a simple mindless and easy to play game. So, yeah you're pretty much got the point i wanted you to, altough i dont think they're calling use stupid, just nor realizing that we, as intellegent people, wwant a game that requires intellegance to play. --Wolf 21:18, 17 June 2008 (UTC)
- unless u wanted me to get something else out of this article: all i got from it is that wat they are going to the skillz in gw2 is like a slap in the face callin us dumbasses. user: the ravfoure 78
Illusions to users, not just to game characters!!
The target user should see the illusions when the game characters are under illusionary effects. Exampes :
- Dizzy : Every 3 seconds, shuffle the order of skills which set by the user so that the user would heal enemies or attack friends using wrong skills.
- Illusionary enemy : Create illusionary enemies which only the target user can see. These illusionary enemies(like ghosts) will deal real damage but the target character will regain the half of hit point he lost by the end of this effect.
- Confusion : This will exchange the appearances of some enemies and some friends. The user can't recognize which is his side and would attack his friends or heal enemies.
- Blindness : Just turn off the monitor!!
- Physical blindness : Target user sees only illusions. Because the illusions are working on his brain not his eyes. If he can see something under this effects they are illusion and he will do proper reacts depends on what he sees.
- Illusionary blindness : Target user sees only higher power(attribute points) of illusions. This effect cancels lesser illusions because the target can't see the lesser illusions.
--Evian2389 08:18, 20 May 2008 (UTC)
- Love it but a lot of user's wouldn't be able to support such graphics, so maybe in the options they could choose an option (i dunno say 'extended graphics'?) to turn these on or off.
Go into the Ruins mission on Istan, and get hit by a Madness Dart. Get drunk out your mind. Get hit by the Tongue Lash in Kilroy's Punchout Tournament. All give you interesting visual effects. All we need is for these effects to be tied to a condition, and for them to disable targetting via clicking. However, this might end up just being luck or anything else. And interesting other suggestion is for the appearence of all enemies on the victim's screen to appear the same. So we can't tell if we're targeting a monk or a tank.
the world
now in gw2 the world is going to change now every one wants to know ascalon!!!! will it be green (plz say yes) <:) an other thing since the world will change dose tht mean the land in nf fac eotn and will completely change ??? i don't really want to go round a mabey bigger world trying to get back my title --The preceding unsigned comment was added by User:81.158.127.77 (talk).
- Since ArenaNet itself isn't too likely to answer here, to the best of my knowledge: Ascalon probably will be green (ish) again by GW2, provided the dragon that flew over the region didn't re-enact the Searing (but they just said it left a burned trail in its wake or something - didn't sound like a huge area was affected). But it will be occupied by the Charr, now; the only remnant of Ascalon proper is in the fortress of Ebonhawke on the mountain range to the south (I forget the name of those mountains, again.)
- Some of the land will completely change. Some of it will not. First thing to note is that titles won't be carried over from Guild Wars anyway, except in the Hall of Monuments which I presume has a somewhat different purpose. In Tyria, Kryta has been partially flooded, moving the capital north. The Crystal Desert is now not a desert, thanks to Palawa Joko. In Cantha, the Echovald Forest is probably a forest again, and by the sound of it the Jade Sea has finally "melted". We do know the Battle Isles sank. In Elona, Vabbi (and presumably parts of Kourna) has been turned into a barren wasteland - Palawa Joko diverted the Elon river into the Crystal Desert instead, which also cut off the water supply to Vabbi.
- At first it sounds like it won't be possible to reach Cantha or Elona anyway; these are presumed to be slated for expansions. -- Sirius (talk) 21:23, 20 May 2008 (UTC)
- See the Guild Wars 2 Wiki, specifically here if you want to know more. The Cabal Stalk Me! 20:44, 23 May 2008 (UTC)
- So by the sounds of it, it seems we are playing GW1 but under different circumstances - cantha and elona add-ons (making money). It'd be good if they expanded to the east of ascalon or west of maguuma jungle it'd be ace to see some whole new areas and not stick in the past. Been there done that etc.
- See the Guild Wars 2 Wiki, specifically here if you want to know more. The Cabal Stalk Me! 20:44, 23 May 2008 (UTC)
Ranger suggestions
!!RANGERS!!
1st of all LONG BOWS make the work at long range i always go to killl something/some1 and find myself running close towards them also want to say plz dont make us buy arrows in gw2 (its a money waste)
2nd plz make the arrows move faster and not just give us a skill tht dose it many time im doing a mission i fell useles because i get so few hits in
last thing the look of the bows they all look the same i always envy the warriors swords i understand tht its hard to design a stick but plz stop copying skins over and over again --The preceding unsigned comment was added by User:81.158.127.77 (talk).
- So you wish for the world not to change, for you to keep all your titles and for rangers arrows to move faster? GW2 will be a complete revamp and that means the landscape WILL change. Over 500 years or so nature will have shaped the land (erosion) and realistically the land will probably bear a resemblance in parts to the one you knew but alot will have changed. As for titles I think in EoTN you can get that hero hall to show off the accomplishments of your characters "ancestor". Having to redo titles means people who farmed IWAY will have to learn some real skill to get Glad titles, and people won't face (immediate) discrimination in PvE for not having R7 Ursan.
- But here's where you really tick me off. Rangers are thought of as being as close to a perfect balance as is possible in PvP AND PvE. If you want to kill something at a longer range at least think of reading the manual (or try the Isle of The Nameless) to discover that you can use higher ground for greater range and which bows should be used in different situations. Arrow flight time is realistic and lets players who have some notion of timing the ranger's shots dodge them. I do agree that arrows shouldn't be individual entities as that would violate the concept of not needing "uber leet arr0ws o' do0m" to be successful in PvP. GW2 should be a game that casual players as well as hardcore gamers can pick up and play.Celeborn 18:07, 20 May 2008 (UTC)
Group Casting and some Skills Ideas
Well, that's kinda shown in headline. It will be really nice to give multiple casters an ability to link up their energy and attributes to cast up a verrry powerful spell all together.
- Example: opening cinematic in Gothic 3 - remember the mages standing in capital city's tower circle and casting barrier spell? That what I mean.
- How I see it implemented: say, 5 elementalists choose "main caster" from them, target him with special glyph and all activate the same spell at skillbar. Casting attribute = sum of all caster's attributes, casting time = 2 * spell's casting time * number of casters, casting cost = (spell's casting cost * number of casters / sum of all caster's energy pools) * caster's energy pool, for each. Values are rounded if needed. Main caster must choose a target for that spell. Will be very cool if such "ritual" can be targeted in compass range, and not only on targetable enemies but on land aswell. Ritual must be easily interrupted, and if one of casters is interrupted - all spell fails and both "linking glyph" and the spell start recharging; and it should be surrounded by fancy towering effects that are well seen from afar. It's all thinking of PvP, if enemy decides to use this you still can rush there and interrupt the process before it doomes you ^^ Also, such thing may be cast once in some time - say, 120 seconds recharge to "linking glyph"?
- Imaginations: in World PvP casters gather in allied keep's tower (if theres really going to be such) and assist their frontline by POWERFUL magic. Eles could cast AoE DoT (like Meteor Shower) and cover ~1/4 of battlefield by it (explained below) - really deadly thing. BUT enemy can rush to them and easily scrap all the casting, due to notability and huge casting time (i.e. Meteor Shower with 5 eles will require 50 seconds to cast!). Or necromancers could drag a corpse (maybe ammount is increased due to high power) in fortress and raise a golem of ultimate power (like 32 lvl with added abilites, comparing to current GW's measures. Almost Glint-like thing!). Or monks could cast all allies-wide spell that could not be removed (unless enemy mesmers will cast uber disenchantment together ;]) and has really powerful effect like 75% recieved damage reduction for a minute. Pretty lots of stuff to think about. That was just an imagination, not the only usage. Same thing can be used in PvE, other PvP - but how you manage to do that will determine your result. I guess you know what I mean by this ;)
Few ideas about skills:
- Add AoE increasion with attribute progression. Like, on Fire Magic 1 your Fireball will hit foes in 1' radius. Pathetic. But with FM 16 it will cover full 20' (values are approx.). Same with wards and everything else that has AoE.
- Add AoE DoT's duration/number of hits increasion with attribute progression. So, on FM 1 Fire Storm deals 2 hits, and on FM 12 - 6 hits.
- Item/land enchatments. Blessed swords, speedy boots, cursed soil, flaming pants, eh? Not permanent, but maybe maintainable?
- item creation. Yes, skills/spells that create an item! Like revamping Weapon Spells - caster actually creates a weapon in ally's hands (his one equipped before will be moved to inventory, or dropped to ground if no space in there. Created weapon disappears after expired or dropped to ground, and can't be traded lol. One minor thing - if character zones/maptravels while his weapon lies on the ground because of weapon spell, it will be shown in "unclaimed items" window). Or maybe some consumables, which exist only for fixed ammount of time and disappear when they are expired.
Well, I hope this huge text depicts my ideas fully. Comment them, and don't be silly NOT reading whole before posting. Ratys 18:17, 20 May 2008 (UTC)
- I think stronger AoE is probably a bad idea for the game but I think the weapon spell concept has some merit.
- It seems to be more of a Warcraft mechanic (Warcraft3, never played WoW although I've heard WoW has similarly strong AoE DOT). It would create a situation where a wall of warriors bodyblocks so the eles can't be attacked and AoE on npc's and players creates an instant win. It becomes all the more scary because in GW there are skills that can prevent the player from being interrupted ie Mantra of Concentration/Resolve. AoE in GuildWars is small or easily countered because it requires relatively little skill for the amount of damage it creates.
- As for AoE scaling with an element's attribute, what about Air? Do I get to pump out 20' Lightning Orbs, Gales and Blinding Surges? Hehe that could be fun but it wouldn't be too balanced. Also of concern is a Mesmer with Signet of Illusions--with 16 Fire/Water/Earth that could be a pretty nasty bugger with those scaled AoE DoT attributes.
- item creation-how does one choose what weapon they get ie daggers vs a shortbow/longbow? Also would the previously equipped item be re-equiped? Might get a little irritating having the flaming daggers o' doom poof into nowhere when in the midst of a GvG battle. Might want to have their existing weapons modded by the weapon spell, not replaced.Celeborn 18:59, 20 May 2008 (UTC)
- I don't think that ArenaNet should reward profession stacking. The proposed group casting system would reward profession stacking and punish build diversity within the party. -- Gordon Ecker 09:50, 21 May 2008 (UTC)
- To Celeborn - I didn't mean that AoE DoTs get overpowered. I meant that they will be UNDERpowered if your attribute in them is low, and that makes sense imo, cuz now even with 0 Fire Magic you can cause pretty long AoE burning by Fire Storm/Mark of Rodgort combo. Don't forget that GW2 will have third axis and probably flight ability - you can simply hover above the bodyblock and continue rushing to casters. Or just cast your own multi-spell on them. Also, I said such group casting MUST be easily interrupted, which means "interruptable" effect goes through any bonuses. Also think if mesmers link themselves up to cast huge overland interrupt? And about Air - you can get faster projectile speed maybe, does it sound good enough? Item creating - yeah, you're right, I didn't thought about that... It better be uncastable in full inventory case.
- To Gordon Ecker - I forgot to mention that not only same professions can sync up - 2 E/Me and 3 Me/E can cast "ritual" if they all have "linking glyph" and the same spell equipped. As for diversity - you can't manage to cast anything if even 10 ppl decide to link up... Look at casting time formula (really, 2 sec cast with 10 ppl turns into 40 seconds). And it's just a little bit more effective than if all casters do their work separately, but gains HUGE penalty - for the all time players who cast won't be able to do anything than waiting the finish or first interrupt... In World PvP it's said that number of players will be ~100 each side or even more, so defenitely there will be some guys who want the same primary or secondary. They could sync their skillbars before battle and decide that they will try to link up and cast something together. GvG example - you can leave a pair of Monks to shelter your party from afar, but enemy can rush to them and ruin your protection pretty easily. Ratys 12:16, 21 May 2008 (UTC)
- I think stronger AoE is probably a bad idea for the game but I think the weapon spell concept has some merit.
New weapons?
players such as warriors should have more of a selection of weapons, so they can have 2 handed sword, great axes, and maces (1 handed version of hammer) ~~ I also think there should be horseback avalible for PvP ONLY, also players must guard fortresses or guard towers, etc. They can be a new version of shrines but players must also take a role as the NPC(s) allies arriving to the shrine instead of appearing. ~~ Professions must have inherit traits (as well as races), such as warriors have more muscles, so they will have more stamina and hit harder, and monks heal more effectively on themselves and loose conditions faster, paragons get adrenaline faster and higher energy, etc. ~~ in Combat, there should be a new introduced bar called stamina bar, which the player has his/her limits of running, and their fighting gets affected too (this works by melee and spear throwing attacks) their attacks get affected, so their damage dealing will go lower, the player can still attack but their hits will be affected, and if they're out of stamina when running, they will end up running 5% slower. ~~ Their should be 2 types of attribute bars, 1 called skill mastery points (for skills) and the other attribute points, so the player can raise their points on whatever, like endurance, they get more health and stamina, intelligence, more energy and more effective magical attacks, and dexterity, which the player attacks faster and runs faster. ~~ all professions can experiance different types of armour, light, medium, heavy, Heavy armour, your speed reduces, but you can handle a lot of damage, but does not make you invincible (your SPELLS become affected). Medium armour, you're balanced, your speed is neutral, and you can handle nice damage, and your spells work without problem. Light armour, you're very fast, and your spells work nicely, but you will suffer high amount of damage, your blocking skills (not spells) are reduced 10...5%. --77.96.222.63 19:30, 20 May 2008 (UTC)
Sounds alot like Morrowind to me.72.174.164.177 19:34, 20 May 2008 (UTC)
lol I never knew I thought it would sound like the elder scroll series, but it would be fair, so wammos cannot simply be in chunky armour and use all the spells, and sometimes warriors are naturally hardy, so they would might want to have light armour for a change. --77.96.222.63 19:38, 20 May 2008 (UTC)
- Morrowind is part of the Elder Scrolls series-- Broodling 20:00, 20 May 2008 (UTC)
No shit sherlock... Lol, I do know Morrowind is part of the elder scroll series.
- Obviously I still need to learn to read, I thought you were saying something different but now that I have read your comment again I understand what you were trying to say. My apologies. -- Broodling 00:17, 21 May 2008 (UTC)
I like a lot of those ideas, I also think you should make the weapon enchantment series more like elder scrolls, I didnt like just having a crap handle, pommel and enscription
I like the ideas of the 2hand sword and axe but wut about the polearms crossbows hand blades flail i also think that green items that you get should have better enchantments like lets say if u defeat a wolf deamon thing and u get a green 2hand sword i should have like were u can use it to summon a wolf spirt to help u fight might be kinda cheesy but the greens that everyone works hard for have gotta be better
Unique items
I think it'd be amazing if unique items dropped by bosses were really unique, if in appearance only if nothing else
- greens are considered unique.. problem is they are everywhere and too obtainable.. that was something about prophecies before expansions greens were not common.. granted easy to get however... there should be accessable (unlike only way to get some items are from chest in hoh) items but very rare.. and not necessarily monster specific to prevent mas farming Gow Czar 17:18, 24 May 2008 (UTC)
Guild Identification
I think it'd be cool if guild leaders got to choose the guild insignia, but the individual member got to choose what kind of cape its on. Or cloak. Those would be cool too. Oh, and maybe guild NPC's wearing capes w/ guild insignias, or (kinda more radical here) a certain Guild Armor, in guild colors, that a character culd choose to wear. Not replacing his armor except in looks.
Tone down the number of interrupts please.
There is little more in random PvP that is more frustrating and ridiculous than having almost all of your skills interrupted, especially if it is done at range. Really, I think I'd like to see ranged interrupts gone altogether. --Amazing Goat 06:14, 21 May 2008 (UTC)
- The ability to prevent other players to use skills is essential to the balance of GW. I'm against removing it in GW2. --Hachnslay 07:04, 21 May 2008 (UTC)
- Ranged interrupts gone altogether? More Mesmer hate right there. --Don Knowall 09:34, 21 May 2008 (UTC)
- This is the game about effect and it's prevention... You can be interrupted, but you can prevent it. Ratys 12:21, 21 May 2008 (UTC)
- So basically PvP should be a guessing game where if you happened to guess the right skills to counter your opposition you win, and if you didn't, you lose? Just because it IS that way doesn't mean it SHOULD BE that way. And if the game is about "effect and it's prevention," well, hexes, conditions, and removing enchantments and damage mitigation and various other things do just like without being quite so obnoxious. I don't understand why some people have this idea that GW2 should just be GW1 with better graphics and an auction hall. Saying that, "Well, Guild wars does (some thing) (this way)," doesn't mean the sequel has to do that thing. Isn't the whole idea of a sequel to change some things up? I appreciate that they were inspired by CCGs like Magic: The Gathering when making Guild Wars. It was a novel approach at the time, but is that really the way they want to keep going with it? From what developer comments I have read about the new skill system, they want to head in a somewhat different direction. Also, if you're trying to say that the basis of an entire class is basically, "Don't let the opponent play," then maybe that class shouldn't exist... --Amazing Goat 16:37, 21 May 2008 (UTC)
- Yeah, it basically should be a guessing game. After all, if you know what your enemy will be using, you can bring very specific counters and completely destroy them. Of course, then they will counter your build, and you their new build, and so on. Does this sound familiar to anyone? It should, as that is exactly how metas evolve. Metas often show that a certain skill set or tactic is stronger than all others at that point in time, so it sees alot of use. Ideally, in a perfectly balanced game, you should have to guess at what you will fight, and thus have to prepare for a variety of skillbars and playstyles. That means you have to evaluate the benefits of bringing each skill carefully, as you can't be sure that your enemy will be running hex spam/sway/sinsplit or whatever else might be popular. Basically, PvP being a "guessing game" is what occurs when balance is present, and is a good thing, and often is not how it is in GW. So, you are right that "Just because it IS that way doesn't mean it SHOULD BE that way," but in the opposite way from what you were thinking. Also, if you think that hexes and conditions are less annoying than interrupts, try fighting Diversion and Shame for some hexes deadlier than many interrupts, or Blind for an annoying condition. And as to your last sentance, you just suggested removing all damage dealers from the game. The very point of PvP is, at the simplest level, to stop your opponent from playing, and once you stop all of them, you win. Monks try to keep your allies playing for as long as possible. It's just that some skills let you stop certain specific parts of their play without having to kill them first, and there's nothing wrong with that. In fact, without those skills, every skill in the game would function only to make the red bars go up or down, removing most of the thinking from the game. 71.31.157.150 23:59, 21 May 2008 (UTC)
- So basically PvP should be a guessing game where if you happened to guess the right skills to counter your opposition you win, and if you didn't, you lose? Just because it IS that way doesn't mean it SHOULD BE that way. And if the game is about "effect and it's prevention," well, hexes, conditions, and removing enchantments and damage mitigation and various other things do just like without being quite so obnoxious. I don't understand why some people have this idea that GW2 should just be GW1 with better graphics and an auction hall. Saying that, "Well, Guild wars does (some thing) (this way)," doesn't mean the sequel has to do that thing. Isn't the whole idea of a sequel to change some things up? I appreciate that they were inspired by CCGs like Magic: The Gathering when making Guild Wars. It was a novel approach at the time, but is that really the way they want to keep going with it? From what developer comments I have read about the new skill system, they want to head in a somewhat different direction. Also, if you're trying to say that the basis of an entire class is basically, "Don't let the opponent play," then maybe that class shouldn't exist... --Amazing Goat 16:37, 21 May 2008 (UTC)
- This is the game about effect and it's prevention... You can be interrupted, but you can prevent it. Ratys 12:21, 21 May 2008 (UTC)
- Ranged interrupts gone altogether? More Mesmer hate right there. --Don Knowall 09:34, 21 May 2008 (UTC)
- I didn't mean GW2 to copy GW1 system 1:1, and yes, that system should change, but not in such radical aspects as removing "Don't let the opponent play" class. Just toning em down a bit - not as you said in your first post I'd like to see ranged interrupts gone altogether. Thats just not right... You know what it takes to be really good at preventing foe's actions? GW1 and, I hope it will, GW2 have the system that rewards you more if you're more skilled in what you do, i.e. if you're good interrupter you can own nearly any nuker, and if youre good nuker you can own almost any interupter and a dozen of nearby stuff by accident ^^ Believe me, I've ran into both scenarios not just a single time. //forgot to log in, soz signing again Ratys 12:35, 22 May 2008 (UTC)
- Interrupt builds don't need to be toned down, it's just a question of skill balance and targeting. If a person chooses to play the role of having mainly interrupts it should be as good as someone choosing to use mainly damage skills or mainly healing skills. Interrupts are only damage prevention another form of protection skills. If one player's skills get interrupted by another, that person has seen what the player wants to do and reacted fast enough to stop it. Usually that is a reaction skill that has its own reward, its up to the first player to think about who to hit and how to stop someone hitting them by using their own defensive tactics first.--Don Knowall 10:19, 28 May 2008 (UTC)
Weapons...
...visible in towns. maybe you can make them visible or not like with the cape or headgear. 121.208.172.69 06:54, 21 May 2008 (UTC)
Good idea I concure :) LEGION Peace, Through, Power!
- It has been suggested so if weapons could hand on your character when not used - like sword on waist, bow in saadak or over shoulder, staff hangind on back and so on. Ratys 12:26, 21 May 2008 (UTC)
- Considering the (mostly) persistent nature of GW2 (at least from descriptions so far), I don't see how this couldn't be included. But something like WoW (you can hold weapon or put it behind you while not in combat) would make sense. Benjammn311 15:35, 21 May 2008 (UTC)
they should make it so like you have to buy a weapon case so u can put a weapon in and take it out. and sometimes have to repair armor and weapons sometimes.... dont make it so u have to buy arrows...healing potions and energy potions would be nice(in PvE) --The preceding unsigned comment was added by User:69.209.113.244 (talk).
- Potions would be horrible. If they add potions, the game will be balanced around the assumption that everyone is using them, negating the benefit. -- Gordon Ecker 21:46, 24 May 2008 (UTC)
1. Yes, it's cool to show off your weapons in a town.
2. More "n00b" calling though. -"Haha, look, it's a Starter Longbow!.. N00b!"
3. Regardless of that, I think the holster idea was cool. This was beautifully shown in Fable.
4. I think this sort of thing could be implemented when no-one in your party has aggro'd.
5. It would also be quite a bit more realistic if your character moves slower with a hammer as when a sword is equipped.
Just a few thoughts...
-- Stokoe 01:18, 03 June 2008
Time of Day and towns
Should guild wars have morning, afternoon, sun going down, dark, and pure black night? At night, the enemies tend to be tougher than normal foes, and the night creatures are more or less like zombies, lich's, etc, and race specific creatures go to their hiding places, and relax/sleep (but in higher mobs). And some towns are explorable areas where players do see each other, and the towns have chat limits, so when they reach to a certain spot outside of the town, the player cannot use general chatting at a certain radius outside of an explorable town, high end loot and or bosses should be in elite explorable areas, which are free and players can be upto a team of 12. Loot from normal maps will be normal, except the items will eventually disappear and so does the gold, the loot only becomes free for all players in the team for 3 minutes, eventually disappearing, teammates cannot leave unless they map travel back, they cannot join or leave in explorable areas, only via map travel, resign also works the same.
- i like that idea, and you could have a full gw day say every 5 hours or so
profession interaction
more interaction between spells of different profession. now you can have maximum 3 high atributes and thats just not enough. not that the game should be easier because you can just use to many spells but something like a dervish using a ranger poisen preparation and poising 3 enemies at once (wich i do regulary). for instance there is a ranger spells that poisens yourself as a side-effect and then there is a necro or ritual skill that you cut yourself open end spray your blood everywhere in the area as a side-effect. notice how the side-effects interact? i now this happens already but i want that skils have a different effect depending on what skills you already used. i just want much more interaction between your first and primary proffesion. now you use 2 max atributes and thats mostley your primary atribute and your weapon atribute for some proffesions. nowedays only people ho play GW alday long and dont have a life use very mixed bars, i wont it to change (just for the reccord i play averegly 40 hours a week) Rhonin Soren 18:28, 21 May 2008 (UTC)
music
i like to listen to music while i play GW but if a song is played that i dont like today because im depressed and dont want to listen to destination calabria then i have to minimalise and in AB or a mission i then get things like noob and leecher at my head (people who yell noob and leecher at other people are assholes and should be banned) so could you integrate wmp or others in the interface? Rhonin Soren 18:35, 21 May 2008 (UTC)
- You could just make, like, a playlist or something. It should only take about 5 seconds or so to switch songs anyway, if you know what music you like already. 71.31.157.150 00:02, 22 May 2008 (UTC)
- Maybe just let the .exe of game to macro chosen keys into player? Like if you press shift+n in game it directs that command to your mp and then mp figures it to play next track? Ratys 12:55, 22 May 2008 (UTC)
- if this is really a problem for there is a easy solution there is a media key board ( i use it) that all it takes is a push of a button and you can pause skip stop play ect music from your media player of choice...it works great and requires no interuption in game play Gow Czar 17:24, 24 May 2008 (UTC)
Variable Combat Speed
You should be able change the combat and movement speeds in their own explorable area instance. Some players prefer frantic action, others prefer careful strategy and teamwork. You could make it a vote with your party, or possibly make it a special skill. Slowing down the instance, or speeding up the instance, to suit your strategy, because some techniques (like interrupting, healing) can be affected by the game speed. 209.183.154.174 18:41, 20 May 2008 (UTC) -- Mercury White on Guild Wars
- let me quote Biz: "You are supposed to add new content in the end of the page." Other than that, tempus fugit, sorry, but changing the speed of the game isn't such a good idea imo. Not only would it take hours to get to your destination but it would also render reaction speed of the players useless. The (main)reason mesmers have fast casting is that it creates a puffer of time so you can interupt skills more efficiently. I like the challenge of GW1, anything that makes GW2 too easy is bad in my opinion.--Hachnslay 08:46, 21 May 2008 (UTC)
- Moved to the bottom 209.183.154.174 19:46, 21 May 2008 (UTC) -- Mercury White on Guild Wars
- On the subject of taking a long time to get places and making things too easy, you should read the entire comment before replying. To repeat myself: It could also be made a skill. (This would add a new layer of strategy. Some approaches benefit from things going faster, some approaches benefit from things going slower, and would that benefit offset the energy cost, etc.) 209.183.154.174 19:31, 21 May 2008 (UTC) -- Mercury White on Guild Wars
- It means instanced time control... Man, sounds really cool, but it's kinda useless. Maybe it could be implemented as an expansion pack?.. Ratys 12:50, 22 May 2008 (UTC)
Better customizable controls
I'd like to be able to customize everything. Some ideas:
- Mouse axes and analog joystick axes that can be mapped to movement, point-of-view, and the mouse cursor.
- All buttons optionally configurable as toggles, such as toggling between mouse look and cursor movement instead of having to hold.
- Bind macros.. but this may not be allowed because it has possibilities of being used for farming.
Mercury 19:54, 21 May 2008 (UTC)
A little less serious, more funny!
What i miss in GW1 is some humour. Like, it's all serious! A few jokes, and lines to juice up the gaming experience would be great!
Armor 'n stuff: Also, GW1 only contains serious armor, some of them cool, that's ok, BUT! I mean, there only a few sets! AND ALL OF THEM ONLY SERIOUS! Not that's enything wrong with that, but have a bigger selection with both serious and cool clothing, and some funny and redicilous! (If i spelled wrong, blame me xD) Like clown like costumes, funny hats, makeup perhaps? Anyways, yes, you CAN get funny things in GW1, BUT ONLY BY FESTIVALS AND EVENTS! That litteraly SUCKS! I see guys with pumpkin heads, and guys being candy, and leprechauns! So, please add more funny and unserious stuff into GW2, without only gettin' it by festivals and events, please, Really looking forward to GW2!
-StupidJoe 21.05.2008
- wut, like roonscaep, and fail hard? Owut 22:26, 21 May 2008 (UTC)
- Not necessarily. Even WoW has a huge thing for funny costumes; halloween wands that change you into bats, ninjas, pirates, ghosts, etc, and different masks that you can wear (sort of like GW's holiday masks, but more of them).
- I wouldn't mind if the funny costumes were obtainable only at holiday events (as ANet seems to avoid giving them out on the exact day, to avoid schedule conflicts), but wearable all year long. -Auron 04:13, 22 May 2008 (UTC)
- Personaly i would hate having colourful clowns runing with me in mission. It anoying and distracting. But that jsut me. --Bob 20:50, 22 May 2008 (UTC)
- No! GW is perfectly fine as serious as it is... if anything make it more serious.Zeph 02:06, 2 June 2008 (UTC)
- Please stop comparing every mmorpg to WoW. Every time I tell someone about Guild Wars they always answer with,"Oh, like World of Warcraft?" Also, please quit asking that Guild Wars be more like WoW. The only things that these 2 games have in common are that they are from the same genre. I mean, you never call-up Infinity Ward and suggest that Call of Duty be more like Halo, so why ask Arena Net to do it?Blackie ewilson92 13:36, 10 June 2008 (UTC)
- No! GW is perfectly fine as serious as it is... if anything make it more serious.Zeph 02:06, 2 June 2008 (UTC)
Better Green Items
So many times I'll kill a boss and hope the green is going to be a custom green and it ends up just being another shield or sword dyed black/white/green ect. Bosses need their own skill for greens to make each one special and more memorable. I'm not saying every single unimportant boss should get their own green, but Fenrir get's This?. That doesn't even make sense, he's a three headed wolf and he gets a horse shield? This isn't the only example. Special bosses that seperate them selves from the rest (Not just storyline bosses) should get their own custom skin. Just overall adds to the games value.--The Gates Assassin 03:59, 22 May 2008 (UTC)
- I don't think that is a horse.Blackie ewilson92 13:39, 10 June 2008 (UTC)
Ingame music choice
i'd like to choose in the options menu what music plays when, and be able to place my own music where i want it. for example, there may be three main headings: boss: (when fighting a boss) general: (most of the time, possible multiple songs that play random) important: (anything of importance) and in each i could place my own song or a song from a list so that each plays at those certain points. 121.208.172.69 07:10, 22 May 2008 (UTC)
Better Customization on Weapons
I think it would be really cool if we had better customization on the weapon. Example when you change the pommel it not only changes the stats but how the sword actually looks. And I think this is already covered, but it would be cool if you could see weapons in town.Goin' On Mission 04:29, 23 May 2008 (UTC)
I agree with this idea It'd be cool to have a shocking hilt on a sword and see it burst into electricity
You do know WoW wasn't the first game to invent things that you are comparing and complaining about?
WoW didn't invent things nor is it the only other game to have things in it like mounts jumping and auction house.
Way before WoW there was a online game that was the biggest and best at the time and also made allot of online mmo stuff mainstream which games like WoW have copied over the years (yes its true about 90% of WoW systems is also in other mmo games / well its also the same with guildwars and many other games for that matter), The game had thousands of players in its peak and its called Ultima Online this mmo had virtually everything in it (multi professions/mounts/boats/high level cap etc etc) that WoW and many other games have in them and guess what the original servers for the game are still running today and yes people still play that game and some will still be playing now that started with the game and its now in its 11th year online now in 08.
So stop comparing to everything to WoW and stop complaining that WoW has this and you don't like it.
If you want to complain about things do it about Ultima Online as it made allot of the mmo stuff that are in games mainstream today. 122.109.252.43 12:57, 23 May 2008 (UTC)
- So what exactly is your suggestion for GW2? I think it got lost somewhere in your overly obvious rant.--The Gates Assassin 18:12, 23 May 2008 (UTC)
Taming Pets
Right, i think this would be a great new feature for GW2. How about we allow a certain class to not only tame earthly animals but other creature too. For example, taming a drake or a minotaur. Obviously this would have it's limites within reason, such as not taming a sentient being such as a charr or hecket. Obviously, it would be rather complicated engineering skills for everything you can tame, but maybe this would be an updated list in patches. We could say the higher your skill, the easier it becomes to tame a creature. The harder the creature, the more labourious and difficult this becomes. An ultimate pet would be something awesome like a Jotun. But that's silly because they are beings and the class which could tame would become nerfed and over used. If it were possible to tame really high level high damage creatures, it would only be for the best, most experienced players, who spend hours preparing for it. You could even have something likea title track specifically for the taming skill so that as it becomes higher you are allowed to tackle and tame better creatures. (Also it would be nice to be allowed to possess more than one, but not have more than one out, obviously. A cap of something like 5 would be nice and practical too ) I hope you consider this. Thanks! - Billitt 23 May 2008 22:06 BST
All the more reason to add it?
- This is a good rant and obviously needs to be addressed if all people can do is say "oh thats too WoW like". Anyone who ever played WoW in the beginning knows it was an amazing game and all MMO's will have some similarities, so deal with it. The dev team can't make a game entirely unique despite what you all may think there will be traits of other MMO's in GW2 - Rayner - 29.05.08
Yeah, coool. Errrrm. This would be good for species that are bound to one profession only, such as minotaurs, are only Warriors and Vermin are only Assassins. - Stokoe - 03.06.08
More Ways to Wear Your Guild Emblem and Tags
Just Relax
I'm back again to mention a comparison. Having played many MMO's, there is nothing like Guild Wars skill wise, to my knowledge at least. Since GW has so many skills, and the game is more strategy based, while most games are buy and spam whatever you have, there really isn't much to compare for brain usage. However, I have noticed that with other MMO's that I enjoy the spamming, the moment's when I don't think are great for my often stressful life. Where as in GW I would find my self stressing even more on just getting a build just right, or finding what I need, weapon and rune wise, just to make it work. It would be nice if in GW2 there wasn't as much focus on skills, at least in RP. The build aspect of the game is phenomenal, and I would be one of many who would be depressed to see it gone, but I do think many would agree that it would be nice to just be able to run around in GW2 just killing things in a less stressful way that doesn't make me sit up in my chair staring at the pixels of my monitor to make sure I don't miss details. -Adragon202 May 23, 2008, 7:51 PM
- i for one ( and i am sure i speak for the masses) compleatly dis-agree with a run and slughter methodolgy we want a game to emerse ourselves into be time consuming, click dead click dead click dead.. i would consider it a compleat waste of money if i wanted that i would play halo or something Gow Czar 17:33, 24 May 2008 (UTC)
- Anet has said that they will be simplifying the skill system. They have indicated there will be less elaborate skills that perform differently in differing circumstances, surrounded by enemies vs no enemies around. It could be a brilliant move to make skill/party interaction even better. or it could squash the game. we shall see. (Monkenstein)
- KEEP THE SKILLS COMPLEX!!!
don't know about you, but i already go out kill anything i want mindlessly, grab a character i need to work on, set up a build with a party and just go, doing quest on the way, and not really thinking of a strategy other then "oooo a monk, lets kill it" not true all then time, but if im bored, ill just go out and do it, and i think GW does a better job in that then some imo--Metal Sazz 01:13, 2 June 2008 (UTC)
2 attribute skills
It would be nice if some skills would get 2 attributes to get certain powers out of them. For example a skill chilling wind would use the water magic attribute to calculate damage, and the air magic attribute to calculate the duration. Or for a warrior, where the axe attribute calculates the duration of conditions/effect and the strenght attribute does that for the additional damage Brabbel 23:51, 24 May 2008 (UTC)
Characterer voices and past
There could be voices to choose from. Not like OGW, where all male characterers from Nightfall example have the same voice. There could characterer past thing. You could choose from diffirent styles of pasts, and pasts could give some small bonuses.
I don't know about the past thing but I like the idea of different voices.206.72.53.100 02:57, 1 June 2008 (UTC)
- Past thing may be be doable due to the fact you are a descendant of your current character.122.109.252.43 17:43, 1 June 2008 (UTC)
Profession: Alchemist
I have been working on a new Profession and hopefully can submit the idea to ANET… the profession is like a Rit and a Monk but this person bases its skills from Alchemy… the mixing of potions and stuff… kinda like the Chemist from FFT (Final Fantasy Tactics)
Study*
Medical Alchemy
Dark Alchemy
Physical Alchemy?
The staff/wand will actually be a gun model with the same traits as a wand or staff… little unsure what the off hand would be… I guess either a scroll or a vail skin would work. But all in all, the mods and such would be that of a staff. The gun would be like a flint lock single shot pistol/rifle. Since this is over 200 years in the future, and black powder has been discovered in the game (Proph and EoTN)... it could happen...
Study, the Primary skill for this profession. Could length effects of Alchemy skills. Also gives the ability to "mix" varius skills together to form one effect. An elite skill in this area would be "Alchomist Chemistry" - the next 2 skills selected will be come the new skill that will be casted at half of the combined energy uses of both skills. So if one skill cost 5 energy and the other 10, it will cost 7.5 to use the new skill.
Medical Alchemy is involved with "mixing" potions to Rez, heal, remove status, increase speed of movement/attacks. Placing more points into this area will make these potions, well... more potent :-p. There will also be skills to prevent condition from getting on the target… like “Eye Solution”, remove blindness and prevent blindness for 15 seconds. Or antidote to remove and prevent poison. I think due to my mixing Idea I have later on down the page, each condition will have to be mended sperately. But you have the potentioal to mix a healing spell with a remove and have that skill there (like echo) for X amount of seconds. In other words… if you have foes dealing lots of blindness and damage…. You can use the mix skill to mix a healing spell with a blindness remover and be able to do both.
Dark Alchemy, targets foes to create conditions of weakens, poision, daze, crippling, burning, blindness, ect. Could create new conditions like acid (now cracked armor), or maybe even cause a drunken state like those egg nogs to make it harder on the player to see, a haze condition. Again, increase in this area will make the effect more potent. Also could have an AoE effects of burning, blindness or smokeing gas... kinda like throwing a nade of a mix substance into the fry and it blowing up in a group of foes.
The 4th attribute I will have to think up… maybe Physical Alchemy... but I think this area will be used for support skills… like potions to increase attack speed, movement speed, prevent blocking, increase HP, increase Energy, increase damage per hit, ect, for a limited amount of time. This are would heal or do direct damage, but will increase the ablity of the target ally, or other ally.
Tell me what you think, any input is welcome! PM's are welcome! SabreWolf 21:14, 24 May 2008 (UTC)
- you cant be serious, guns in GW2???
other then the gun part, (don't know... doesn't fit with the guild wars theme, of course and this is the future, could be possible,), this ain't bad, i like the sounds of it, would be fun to play. i would like to see study effecting condition length, as well has it own skill, be viable with many condition builds. But for the sake of balance, this would have to have a bit of draw backs, because i could see this being like the paragon( a char with strong buffs that are hard to stop/remove, and will be more harder to deal with if there is more then one) . would these effects be removable, would it effect other profession spells (mixing a monks healing spell and a condition removable spell create a healing condition removable), and would the effects stay the same,....like if one spell heals for 100 and another prevents blindness for 10 secs, if you combine them, would it be the same amount or would it be like 80 for the heal and 8 for the blindness prevention, this would be a problem if you have two 5 energy spells both dealing 80 damage, would it be 160 for a 5 energy spell ((5+5)/2= 5) or will it be cut down, and would casting time and recharge time would be effected the same way, this all sounds great and all, but it will be hard to balance this type of character imo, but what do i know. it it a cool idea but would have to be manage--Metal Sazz 00:54, 2 June 2008 (UTC)
Sounds cool sounds like they could be ele and monk
- I respect how you took the time to write out a complete description of the profession. Most people just write a name and expect the dev team to know what it's skills, attributes, and over-all feel is going to be. I like it. (except for the guns)Blackie ewilson92 13:47, 10 June 2008 (UTC)
I know this woill be completely ignored, but the idea of having a blunderbuss or something along those lines would be exciting. I think you have a great class idea here.
Treat Life-Stealing As Damage
It's pretty suck right now in GW when all my heroes get awesome sauce buffs and I'm stuck doing the same damage. :( Vael Victus 00:14, 25 May 2008 (UTC)
This just makes stupid farming builds like 55 monk or necro so much easier. Come on, who would just love to 55 those scarabs? - Stokoe 03.06.08
Master's/Expert's Reward
I find that at many times, that these two mission rewards are not as much of a factor in this game as they could be. My suggestion is to integrate them into the game a bit more. For example, say there is a mission in the Realm of Torment. The main mission would be to destroy their leader (hypothetically speaking). Let's say expert/master's reward is to destroy 3 extra rifts where more and more torment creatures are coming out. Let us also say that: for the normal reward, you would've had to close 0 or 1 rifts. Expert's would be 2, and master's reward would be all 3. Now, if you got expert's reward, there would be less torment creatures in the RoT in the future, and if you got master's, there would be even less. Or, to be more clear, say you have to get all five blueprints of siege weapons from the stone summit in the shiverpeaks during a mission for master's reward. Every blueprint you do steal, you would not see that siege weapon in the future. Of course, to balance it out to prevent the game from becoming too easy, you could add more foes in the next part of the game(or increase their levels, lessen the experience/money gained, whatever is necessary). I firmly believe that this is a good idea for GW2. --Reaper J 01:18, 25 May 2008 (UTC)
- So player would not get master reward to avoid having the next areas more difficult... Mission cannot be "undo", players would miss contents if they dont complet at the correct reward level. Also it is not know if the gw1-style mission will return, i belive a EoTN-style progression will be use insted. --Bob 01:11, 26 May 2008 (UTC)
Mounts
77.180.157.231's GW2 Wishes
- → moved from User talk:Regina Buenaobra
wishes for gw2 - house that you can buy in citiy - going in - and get ep to get fine things for the the house and let it been greater - from easy tent to a fine palace--The preceding unsigned comment was added by User:77.180.157.231 (talk).
- That isn't what guild wars is about really. With the way players move and how far away you are from objects normally it wouldn't really fit at all. Save that for some other game.--The Gates Assassin 23:00, 25 May 2008 (UTC)
One Proffession Specific Elite Skill
What would be so epic is if in Gw2 the Devs come up with this one special elite skill for a proffesion that would be like a pve finishing move or a killing blast that has a certain cooldown of an hour or so. (Concepted from the supersmash ball in Supersmash Bros Melee Brawl)
Here is what I think should be the prffoession specific skil for each profession (I use 100 as a general number)
Warrior - Summon the power of 100 dead warriors who will draw their swords and charge the enemy with an arsenal of blades
Ranger - All natural elements in your enviroment are channelled into your bow and you send a shower of arrows made out of earth, water, air, and fire
Elementalist - A storm that brings down the forces of the elements such as a shower of fire balls, meteors, ice, lightning... etc
Necromancer - You raise 100 dead minions which charge at your targets ready to spread their corrupted poison
Mesmer - Black holes rise from the ground and disorient all your foes
Dervish - The 5 Gods suddenly appear behind you and attack the enemy
Paragon - 100 Angels come down and lunge their spears at your enemies
Monk - A flash of light consumes your allies which heals for (?.. I dont know how much health we will be given)
Assassin - Out of the shadows appears 100 Assasins ready to slice into your enemy
Ritualist - You summon 100 spirits out of the ground where each sends out a conditions, hex of their certain type
I know 100 is a big number so maybe you can drop that down to like 3 or something.
This is just a suggestion, only for pve, not for pvp use.
Darkshadow423 20:36, 26 May 2008 (UTC) May 26, 2008 03:00 (UTC)
- Im not going to lie... it does sound pretty cool. One problem is that its an MMO so it would just be crazy lagg everywhere from people using their "Crazy awesome killer finishing moves". Now scaling it down to 3 or so that makes more sense, it should also have a condition that must be met before you can use such a skill. For instance, you must be within (X) ammount of feet from a dead party member. Can only be used on a boss. Ah and the ol' one party member can us this skill every (X) ammount of minutes. Nonetheless if would be cool to see something like this (just not in PvP as you said). --The Cyphero 17:19, 26 May 2008 (UTC)
there is alrdy something like that in gw1 -> celestial skills but its not a bad idea if you could use such a skill in every area and if they are a bit better then the celestials
They could just be like a last stand which you can use with only low health like 10% left. ~Nailo
- Instant recharge skills like Assassin's promise and Glyph of renewal could hamper this balance wise unless treated like resurrection signet and only available when the last foe in longbow range has less than 5% health.--Don Knowall 10:30, 28 May 2008 (UTC)
Attack Combos
Since we alrdy have elemental and condition skills and attacks, it would be benefitial to have combo attacks based on the elemental, condition, and effects(sundering, vamperic, Etc.). The more links that work in the combo would add more exp, dmg, and maybe faction.(Woody 03:22, 26 May 2008 (UTC))
More depth with quests
I love PvE...but I don't think Guild Wars (when it comes to quests) goes into much depth. I mean...sure you read a little intro about the quest and what you have to do...but that's pretty much it. I guess what I'm requesting is more depth in profession specific quests. Like...say an elementalist has to go to some shrine to decide his/her element and conquer some enemy...or something. The quests just don't seem...thrilling...because they are basically meant to get a reward or money...I don't know...just more depth would be nice...and length...it's hard for me to describe the lack of depth...I guess saying they are short and...UNIMPORTANT...that's it.(Shewmake 11:33, 26 May 2008 (UTC))
yeah right, in gw1 I just can't see the importance of those secondary qsts, you just earn money,exp,reputation and sometimes a skill or an item. and thats the main reason why you do qsts not bcs you need to do them to become better in your profession or something
Umm...that's what I'm saying...they seem unimportant...they should have more importance...maybe not required...but just more depth...and sign your name.(Shewmake 03:47, 26 May 2008 (UTC))
Some things that havent been called
I read the forum (could be i overread something) and i tough of some ideas.
1st.
i don't know it this whas already planned but lets combine the start up screen of gw1 and gw 2 together so that is we want more characters we can delete 1 from gw1 and create one of gw2 or just seperated and that u can start gw 1 and 2 in samen screen and u have to choose out of gw 1 or gw2 characters.
2nd.
if we do the same atrtribute points as before we get struck by the huge amount ir in the beginning small amount of those points so i suggest to take another point system.like that u need to train ur skills to lvl them so people will have an extra advantage to get strong instead of only doing quests. this is also great way to make them kill mobs and taking quests.
3th.
With new campains we had new proffesions so with a new guild wars... we of course want new proffesions to. this whole forum has only be called 1 thats somehone with a whipe wich can create cool looking skills. but that whas only one so here is small list of more proffesions to be added: - whip user -no name in mind, using a whipe it can tame animals, make bleedings, knock down enemies on there knees, grab them and smash them away or near u and u change to the weapon that is on the other side of the whipe like a knife. - Taoist -Somehone who fights with the powers of a pentagram, like he summons pentagram down the foe and u see arms comming out which gives a foe move disability so he cant move while the arms hold him this can also be brembles(or something like that) it can also summon things like demons (not like minions but stronger single demons) or calling a pentagram with an differend effect - Paladin -something like a warrior who figths with the power of god so he does mostly blessing damage and he can wear a sword, glaive, battle spear or halbert, he can hit enemies with his holy damage knocking them back and interupting - Druid -A sage who calles the power of nature with conjuring his suroundings to him like worms who suck blood or ravens who pick eye's but he can also summon small trees that attacks an enemie or grabs him. this is an good proffesion for sylvari. - Shape -Somehone who changes from shape to infiltrate the eniemie to look like them or Shifter he changes to bear or something or wolf so it will be good for norn. He also takes over the powers of an ememie but he has to remind he is as weak as the enemie to (can shape to bosses) - Duplicator-This char can duplicate itself so he can do special combo's or just stay longer alive couse they attack the clone of u. u can do it like u make shawdow clone that only attacks but dies from 1 attack or like a massive clone who duplicates u. or some that will make extra that u attack 1 time from every side of the enemie.(this is a close combat user but can stay abck while let his clone('s) attack) - Sarmurai -Figths with his sword's and can be double bladed but he can equip the blades seperate so not like the assassin in gw 1 and he is quick while performing some nice move's.
4th.
U can make an area where people can figth with many mobs together without maing party so like an open arena but u have to be teleported to the arena around ur level else high lvl people can ks others (ks is kill steal so if u are half the way of killing a mob with some effort that not a high level comes and kills it with one hit)
5th.
No plvling also not in skill training i said in point 2 but that people can only be together around samen level and also with quests.
Some People may think that the arguments from above are from another game i msut admid it is so but dont say i love runescape or wow couse thos suck... (Prinses Rurik 22:18, 26 May 2008 (HOHF))
- 1st. This one can be done by scraping the Anet databases online like how the online character lists are now and loading the games via the launcher you may not be able to physically integrate them together or load your characters up from the launcher but as it may need a re-write of the current gw1 loader to support it unless you can alreaddy load your charactor up via a command line alreaddy? in which case why not make your own html loading page as a test on the command line options (though the html page won't be able to scrape your char details for you) 122.109.252.43 02:23, 28 May 2008 (UTC)
Clothing Styles Aren't Restricted to Character Types
I love being a monk, but I want to wear the Dervish outfit. I can't have both in GW1. Maybe we can have this feature in GW2. I think that having the clothing styles fixed like they currently are act as a deterent. Most people hate the male paragon look and that probably deters many players from being paragon reguardless of what their skills are like.
lol if they would do that who will ever wear than monk armor??? the armor is made for the proffesion. and if they would do this idea everyone would wear same armor thats kinda lame. also its the difference stats one armor contains. (Prince Rurik 8:18, 28 May 2008 )
- Yea it's a good idea to an extent. Each profession should still have its own unique armor styles, but there should be customisable any-proffesion clothing/armor (like bandana in gw1 etc.) Cloaks, hats, tattoo's, jewellery, scars + more would all be easy to implement and fun things that help to make your character unique to all the others in your profession. - Rayner -
This would be a good idea because I'd be interested with a Warrior wearing Ranger style armor
Type of dance isn't restricted to character types
Just like the above suggestion, people should be able to dance however they want in GW2. Some people may want to play as an elementist, but may never dance because they think the male elementist dance is too idiotic. You can make people happy by allowing them to dance a dance that fits their personality. Monks have the only sophisticated looking dance, but that doesn't mean that all monks have that type of personality.
I like this idea. I was jealous of Mhenlo (The Ranger in Monk skin). I personally want the Necromancer dance myself AnubisTheMonk 09:16, 30 May 2008 (UTC)
This is one of the few intellectual ideas on this whole page. I have been on this for about 3-4 hours now, looking, studying and thinking about these ideas. I personally, hate standing in LA listening to the MnM radio show, then a metal song would come on, so I type in /drums and theres my ranger shuffling about as if he needs a crap but just doesn't want to go. So expanding this to all the emotes would be a good idea.
Example...
/dance Warrior or
/dance Rock
/dance headbang
/drums heavy
/drums softly
/guitar fast
/guitar melodic
etc
- Stokoe - 03.06.08
Doppleganger class
I thought a doppleganger may b interesting to copy any class because to b proficient with this proffession you would have to know all of the others at least decently well. -- Infamous Darkness 17:38, 26 May 2008 (CST)
- Or you could have them able to copy a certain enemy/ally they can see for a certain amount of time.~Sower~ 23:03, 26 May 2008 (UTC)
- Nice idea but copying a boss (such as Duncan the Black in GW1) = pure damage, and copying a dragon in GW2 = immense destruction lol it'd have to be a really nerfed class.
- Maybe you can only copy your team, but to prevent almost the entire team using this, say you can only change your *form* every 45 mins or so, so it would be unpractical to take a full team of them. Also, maybe the doppleganger forms should have all of the abilities of copied charachters but maybe less powerful, especially if copying the boss. For example, this could work by assiging all of the attribute points in the same ratio as the charachter you are copying, but you only have the attribute points your charachter normally has. This way, you will effectively be the boss you are copying, but your overall strength will still depend on how many attribute points your charachter has unlocked.--Neyon 21:18, 1 June 2008 (UTC)
- Nice idea but copying a boss (such as Duncan the Black in GW1) = pure damage, and copying a dragon in GW2 = immense destruction lol it'd have to be a really nerfed class.
lol. I could just imagine someone running around owning everyone in PvP because they've just copied Shiro or something. - stokoe - 03.06.08
Professions in GW2
Ok Anet here is my major suggestion for the GW2 professions. I am not suggesting a particular profession or anything like that just a sort of approach since GW1 I understand that a lot of time has passed and the world has changed a lot, so Thought i think that THere should still be all 10 professions descending from the 10 current profeesions, I think that it would make the game feel like some time has passed if they are not exactly the same professions. a couple of examples of this would be for instance the paragon, instead of making the Guild Wors 2 professions a paragon that fills the exact same roll, you could make them something like a pike-master with a real spear for a melay weapon (maybe it could have reach but not a range) and they have a similar but not identical role. so instead of them being leaders who stand on children to shout orders or whatever kills are supposed to done, and throw spears, they would be leading the charge and shouting battle crys while shish-ka-bobing the enemies. another idea would be the assassins, don't have just the same assassins with shadowsteps and combos in GW2 try something like a thief or Infiltrator, who can use his skills to drop off the compass and turn invisible for a short time while they sneak up on the enemy and use skills that have effects such as dealing more damage to an enemy when they are hit from behind or while the thief is invisible, something like that. warriors could be soldiers, rangers could become rogues, mesmers could be illusionists, things like that. I already have dragged an assassin through GW1, do I really want to do exactly the same thing for GW2: not really. I would like the professions to be similar but have different play styles and names just to give the next game some more variety. thanks for listening to my rant. Kraken 22:53, 26 May 2008 (UTC) PS I also posted this on the professions talkpage on the GW2 wiki.
Polymock in GW2
As there are going to be Asura in GW2, i would like to see Polymock also make its way into the game. Personally, I found the Polymock quests to be challenging and rewarding, each player getting harder as you moved further up. However, once you finish the quests and start doing the tournament, it became very easy and no where near rewarding enough to bother with. So, I would like to see Polymock as a PvP thing, with Polymock tournaments and maybe special rewards to unlock new pieces (like faction) I think this would make it an enjoyable game to play as well as not just boring after the quests. ~Sower~ 13:40, 26 May 2008 (UTC)
Large Scale Attacks
I think we sould have attacks on different towns that a large group of players could take down a large amount of enimies at any random time but you could also find out around the time the attacks could be. Also u could add wars every few months so players can come together in the hundreds to fight a common enemy of everyone in the game.--The preceding unsigned comment was added by User:204.255.28.155 (talk).
A true Labyrinth
I think it would be awesome to have an actual labyrinth that is dynamically generated. You could use a bunch of modular passageway pieces (we kind of already see this in the EotN dungeon replication) to construct a labyrinth whenever a party enters it. It would be different each time (none of this "only three variations" stuff). Dungeon maps would work, but perhaps you couldn't bring in external maps, so you would at least have to hunt for the map.
Another feature could make it more advanced, namely having the labyrinth change as you progress though it.Patrickvp 06:44, 27 May 2008 (UTC)patrickvp
- Already suggested at User talk:Gaile Gray/Archive Guild Wars 2 suggestions/January 2008 Page 2#Randomized Dungeon(s). -- Gordon Ecker 08:25, 27 May 2008 (UTC)
Account wide Outpost unlocking
I would really like to see unlocking of Outposts for Map-Travel being account wide. So you don't have to replay all campaigns with every character again and again and again.
- We don't even know how travelling is going to work in GW2, it may be completely different. But we know that there will be different playable races which are most likely to have different starting locations - their homelands. This would make account based unlocking not a viable choice. And there may be locations restricted because of storyline progress, even in a persistent world there may be 'closed gates' of some kind, just done in a different way (finish a quest and talk to NPC to travel to a restricted area). And for the open world is just running to the desired spot really that hard? Yawg 12:08, 27 May 2008 (UTC)
- I think that there should be some running routes for those who enjoy this (running, and being run, that is), but there should also be some restrictions. Players in high-end areas should have had some experience with their character. -- Alaris 13:38, 27 May 2008 (UTC)
- To be honest, I don't like this idea, even if we do have something like outpost unlock in GW2. The primary reason for this is I think it's kinda dumb to allow lvl 1 characters to go to the end-game areas, buy all the bust armor/weapons, etc. One way to do it would be to just make it so low level characters can not buy high level stuff, but then even from a rp or lore perspective, lvl 1 characters just don't belong in lvl 30 areas. (Satanael 07:07, 28 May 2008 (UTC))
- I think that there should be some running routes for those who enjoy this (running, and being run, that is), but there should also be some restrictions. Players in high-end areas should have had some experience with their character. -- Alaris 13:38, 27 May 2008 (UTC)
yeah that how the game should play, if you make a new character, you should go through each mission and area every single time, cause why should should it be easy to create a new character max it out, that just being lazy imo, no where else that i can think of does this happen ( other then people paying for runs from place to place in gw) , so why should it start here?
- If races start at different places, does that mean I start Norn I can't play with my brother who wants to play Charr? I hope they don't do that. - Elder Angelus 15:02, 5 June 2008 (UTC)
- Everyone gets the Ursan/Volfen/Raven skills by completing quests in EOTN. Elite skills are also great, and hunting for them can be fun. I don't propose doing away with them. But given the way the EOTN and Nightfall went with the title track skill sets, got me to thinking. How about a profession specific title, with it's own skills? or more than one?
- Let's take an ELE as an example. Lets make it a Fire ELE. This ELE joins the "Esoteric order of the Flaming Robes" (FIRE MAGIC) or whatever the "track" is called. HE/SHE can acquire points like other title tracks, (via Bounties). With those points He/She gets an additional skill(s) and it becomes more effective. Just like the title tracks now. In this example, the new Flaming Robe (FIRE ELE) can gain effectiveness by title leveling. Each title would relate to a specific attribute, in this case fire magic. but, allow me to suggest a more specific method of acquiring points.
- My suggestion ties title track achievement to exact profession and skills. The use of skills within the associated attribute could contribute to, or in fact BE the primary way of acquiring the points to advance. Our ELE would not have to equip fire magic, but damage done/energy expended by/for fire magic skills in combat would add to this title track. This example ELE could equip air magic all the time, but it wouldn't do him any good. The idea is to make an elite skill for each attribute that requires use and practice of the skills in that attribute to acquire. More the use it , the better you get. Some people would suggest this for all skills, but i would limit it to just these few harder to get elite skills. To avoid Farming the titles, more points would be awarded for Flare than conjure flame, because it requires a target.
- Lets think about it, what make an elite skill elite? Better Effectiveness. In GW i can equip a secondary, buy some signets of capture, never use a skill in that profession and go around capturing All the elite skills in that profession. What i propose would not eliminate that, only change the number of elite skills captured in that way from ALL to Most.
- The titles within a profession could be only switchable after you have completed the max title for the first attribute/title you started. In our example, The ELE could then join the "Oceandeep Mages Collective" (Water Magic) after gaining the title "I'm on Fi-yyaahh!!" (or whatever the max title is in the "order of the flaming robes")
- These title track levels could become available after a minimum character level is reached. MORE WORK FOR ANet. This would mean creating somewhere between three and four separate profession title tracks, one for each attribute. But that should not be too hard. I suggest NOT using the primary attribute. Makes it possible to get these of elite skills via secondary profession. But in my idea you have to use the appropriate skills to get it. SO if you want to get them all, you would have to use the right skills in practice.
- Please give it a think. These would not eliminate other elite skills, just provide another method of acquiring them. They wouldn't have to be as unbalancing as some people feel that URSAN has become, More like the ranger skill Barrage, a good skill to make a build around. Like the traditional elite skills, they could be available in PVP if you want to balance them, or PVE only like current title track skills. Others have suggested similar ideas about questing to find a "master" or "trainer", this may fit in well with a quest given by the "master" or group to start the title progress.
- As an alternative to gaining title points by using the attribute skills, these title tracks could also require the completion of a solo mission or challenge at each level to advance. Think of it as a trial-by-fire that require the effective use of the skills in that attribute. SO that if my ELE has a Warrior secondary they could join and advance in the "Red Axe Society" simultaneously with his own profession, but would have to equip axe skills to advance and finish a "test" using axe skills (ok, one on one combat, like Bison) to advance to the next title level in that track. (Monkenstein)
- His idea could work, but all the PvE elites would have to be unbelieably well balanced with each other, and since this is the same balancer that made Side step for assassins for the snowball thing, I don't think this would work.--The Gates Assassin 03:12, 28 May 2008 (UTC)
- They already have to balance all of the PVE skills. The same effort of balancing is required for the current system. This would only be a different way of capturing or acquiring "normal" elite skills, the same ones that already have to be balanced, like "charge" or "barrage". What it would do is provide more playable content. Every MMO has to deal with "Post-story-line-completion" content. In GW it comes in the forms of titles, elite skill captures and the economy of rare/prestige items.
- The whole point of mentioning URSAN is to describe the mechanism that is used to capture the skill. It did not suggest that we need more skills of that type. In fact, i suggested the opposite, that it would be a good way to get something like "Barrage, a good skill to make a build around".
- I suggested (IF YOU READ THE POST) that this would be more appropriate for the more normal elite skills. It was not suggested that we need more skills "just like URSAN". I realize it that was a long post. But the post suggested a new area of content for player. It was not posted to incite nuclear (or URSAN) proliferation between professions. If you don't want to read the whole post, do not comment on it. (Monkenstein)
Bold text
Be able to change race in the next guild wars players should be able to change their race so like become a norn or asuran and races that ar ein the guild wars game if you can change races it makes it much more fun
Alliance Stuff
I belive that that you should have alliance ranks like guild ranks, and name the ranks and give the ranks privlages or even have the ranks work off a system so you dont have to change it and it makes the guilds work harder so the system dosent kick them out of the alliance. only the leader of the alliance can change the system
also it should have alliance capes that you can change with the guild cape. Also you should be able to name the alliance like the guild and have alliance tags and have them appear next to you guild tag. also have an alliance hall and bank --Axelaxel45 23:34, 27 May 2008 (UTC)
Title Tracks Buffs
I noticed that in the original Guild Wars some title tracks give buffs to players while others don't. A good example is Treasure Hunter title track. I believe that it would be nice for all the titles to give buffs in order to urge players to pursue them all. A buff for explorers would be nice ( They could move faster) and generally for all the titles that will exist in the game. This will also diminish the "discrimination" that the selected buffs create in the current game.--V2580s
- No. Skill > grind.
- I'm pretty happy for buffs that do no affect gameplay balance. For example, buffs to lockpicks & salvage mods don't make players stronger than others. Similarly, you could have a range of buffs that don't affect balance, like discounts for crafting armors, faster point gain on other title tracks, or slightly improved drops. -- Alaris 15:31, 28 May 2008 (UTC)
- I don't like what they did with title track-based skills at all. I think it was just a terrible idea. I don't mind some of the title-based stuff they did like give you extra energy for Asuran rank. That's actually pretty neat and the real key is it probably doesn't really affect your build, but what they did with these skills based off of title track is:
- - Make it so that you always want to use those those skills (well, some of them anyway). Considering there are only 8 skill slots to begin with, this greatly reduces character build options if your aim is to be optimal in some way. This is my biggest problem. If they had extra skill slots dedicated exclusively to PvE-only skills, and those were the ONLY slots in which you could place PvE-only skills, it might not be so bad. (Ursan Blessing would still be stupid, but that's a different discussion.)
- - Make character profession less important, as some of these skills are not tied to any attribute.
- - Make the game more about grind while at the same time not giving you rewards that are on par with the rewards that you would get for wasting that amount of time in typical MMORPGs. They seemed to have opted for something of a middle ground, which kind of seems like the worst place to be in this case. I mean, the grinding makes your character better, but the amount by which it becomes better does not seem to justify the amount of time you spend getting there, so it kind of feels like a double-backhand in the face. Then on top of that, instead of making your character better with a build you like, it makes it better only as long as you use the overpowered skills in question, bringing it back to the first point I mentioned.
- I think if they are going to do this sort of thing, it might be better if they made weapon bonuses based off of title track or something. I don't like how they made skills that are just plain better than similar skills. That defeats the whole idea of the game in my opinion. If they are going to keep pushing things in that direction, they might as well just lock 2 or 3 of your skills in place and only let you pick 5 or 6, which is obviously a terrible idea.
- All that said, if they are going to do title-track based anything, I think it needs to be based on something at least a little bit meaningful like PvP wins or missions completed, not grinding the same trivially easy areas over and over and over and over and over again. It shouldn't be based on crap that is absolutely nothing but a time sink and doesn't really require any skill at all. At least when you get high-end stuff for "grinding" in other games, it's generally for doing stuff that requires at least a little planning and effort. --Amazing Goat 20:21, 29 May 2008 (UTC)
- Overall, I am pretty satisfied with the way title-track skills are implemented. There's room for improvement, but still. The grind required is not bad for NF & GW:EN. There is enough skills that you can find a way to use them, and many of those can be incorporated into a build rather than replacing it. Most of those skills are pretty good at low levels of the titles. And I also like that there was a range of things you could do to max the titles, so you can at least choose your way. The requirement for HM for the higher levels is also a nice touch. -- Alaris 06:04, 1 June 2008 (UTC)
- All that said, if they are going to do title-track based anything, I think it needs to be based on something at least a little bit meaningful like PvP wins or missions completed, not grinding the same trivially easy areas over and over and over and over and over again. It shouldn't be based on crap that is absolutely nothing but a time sink and doesn't really require any skill at all. At least when you get high-end stuff for "grinding" in other games, it's generally for doing stuff that requires at least a little planning and effort. --Amazing Goat 20:21, 29 May 2008 (UTC)
ANET GW vs COH
After thinking and trying out COH/V i realized... Most of the changes that have been disclosed by ANET are starting to sound similar to another game they own and run. City of Heros. Perpetual "worlds" (i.e servers) with large scale perpetual zones and instanced mission, more "sandbox"play and less emphasis on large story-line arcs, simpler skill sets, a way for low level chars to partner with high level chars, no mouse click-movement. These are all things that have been mentioned in interviews and articles, and they are all hallmarks of the City of Heros/Villains franchise. Please, please do not let that be the model for GW2. I know that the theme of the MMO is entirely different. But after reading the articles again I am afraid that is the case. ANET bought COH/V and i can say that game is mediocre, not like GW, not fit to scrub the mud off GW's boots. COH has significant crafting and auction house improvements, but at real cost. It has limited actual story-line (the thing that defines the world) and it is about as immersive as a wading pool. It is a fun game to play for a change but, a weak story, an almost worthless title/badging system, poor operated and limited skill system (even though it is vaguely similar to GW skill bar) and an overwhelming amount of "why bother" remind me a lot of Hellgate: London. Both are MMOs with missions instead of plot. GW was a MMORPG. Please do not sacrifice the RPG aspect. In defense of HG:L it is a MMO based on a FPS, fun but for different reasons. I would hate to see GW2 turn into that. (Monkenstein)
- You do realize Anet has nothing to do with CoH/V right? It's NCSoft that does. Nbajammer 18:23, 28 May 2008 (UTC)
- Actually, other than the ability for low level characters to partner with high level characters, that describes most MMORPGs, which isn't to imply that I think GW2 will play like those games. When they say there will be smaller story arcs, I figure they probably mean something along the lines of what they did with Eye of the North. Supposedly they don't want to have full-on expansions/campaigns for GW2, instead apparently opting for...well, that isn't exactly clear yet, and I don't even know if they have all the details worked out themselves, but they have stated they don't intend to use the current "chapter" model, which would make smaller story chunks make a lot more sense. Oh, and the story to Factions sucked anyway. : p --Amazing Goat 06:47, 29 May 2008 (UTC)
- Yes but if Anet's working for NCSOFT, they'l do what they say regardless.
- Actually, other than the ability for low level characters to partner with high level characters, that describes most MMORPGs, which isn't to imply that I think GW2 will play like those games. When they say there will be smaller story arcs, I figure they probably mean something along the lines of what they did with Eye of the North. Supposedly they don't want to have full-on expansions/campaigns for GW2, instead apparently opting for...well, that isn't exactly clear yet, and I don't even know if they have all the details worked out themselves, but they have stated they don't intend to use the current "chapter" model, which would make smaller story chunks make a lot more sense. Oh, and the story to Factions sucked anyway. : p --Amazing Goat 06:47, 29 May 2008 (UTC)
I agree that it does describe many MMO's, and that Anet's parent company is the actual owner of the COH/V franchise. Having tried their other products(tab ras) (dungeon runners) etc, i found that COH/V was the most similar to the changes as described (within NCsoft). Since it was a recent acquisition of NCsoft, very near the announcements of the dev of GW2 in fact , that i wanted to make sure that I said how disappointing it would be for GW2 to use it in any way as a model. As you know it's all about profit. Unsigned above not my comment.(Monkenstein)
- There are plenty of things other MMOs offer that GW doesn't. My impression is that those good features will be added in, but at the same time what makes GW unique and so engaging will also be kept. The 8-skills 2-profs will be kept, but races added. Instances will be kept, but persistance added. Reaching max or near-max attributes early in the game will be kept, but continued progress (if only cosmetic) will be added. And so on. I would be financial suicide to just copy and imitate other MMOs at this point. But it makes a lot of sense to include within GW many of the features that players want. -- Alaris 17:59, 29 May 2008 (UTC)
I hope you are right, i really want GW2 to be better, and at the same time similar to GW. Maybe i mean recognizable. (Monkenstein)
Contrast and Compare | Two Skill Sets: Active and Passive | Etc.
Active and Passive skill sets: Instead of just one block of eight skills, perhaps there should be two blocks of eight skills that you can customize. For example, for your eight active skills, it would be like the regular seven and one elite of gw; for the eight passive skills, it would be like eight passive benefits, like "fatality"(as follows), and sort of passive enchantment-like benefits that cannot be removed and are always active or conditionally active; the passive skill set is basically a skill set that adds inherent benefits to your character or benefits that proc/activate under certain conditions. Some passive skills can trigger in response to an action caused be the opponent, such as a six percent chance to shield bash in response to an attack, or perhaps doing +70% damage when at 20% or less health, or doing +20% damage for ten seconds after killing an enemy, or gaining 50 hp and 3 energy after getting a critical with a spell. These would all be skills that would pertain to the passive skill set. The passive skill set would also be allowed one elite. (Note: None of the passive skills can be triggered by the player, they trigger based on their own conditions, or they are on all the time.)
Fatality Benefit/Passive skill: Upon killing an enemy, you receive a temporary benefit. Like the necromancer's soul reaping, but solely based on kills caused by the player. For example, the melee character kills something and receives +5 health regeneration and +14 attack for 8 seconds. The could go on the passive skill set, as described above. A pve passive fatality skill could be a +50% chance to drop a rare or unique item upon the killing of the monster, and this skill would be available to a thief/rogue-like class.
Pve/Pvp Difference: There should be some super-overpowered pve items that only hardcore pve guild can attain but that cannot be used on pvp. This would stimulate hardcore pve play.
Energy based game, not life damage: I would prefer if the game was based on maintaining energy shields against magic attacks, and parrying/blocking/evading physical attacks at the cost of energy. And a monk class would be specialized in maintaining physical and magic damage shields on another player. And each player had very little hp, would die in 3-4 critical hits, but would be able to defend against all attacks if they managed their energy well and acted quickly, setting up appropriate shields and responses. Basically, alot of energy, very little hp (backwards of current gw), and defensive skills based on efficiency and player skill on timing.
New Skills: An aura that lets you run and cast temporarily for a particular class. / A skill that lets you convert/swap your hp and mp for a caster/healer class. / An activated ability for all classes to regain their mp at a faster rate by meditating, that creates a glowing aura around the player, but takes 3-5 seconds of not interacting with anything to begin meditation.
A Token Economy: Instead of gold. Basically, killing certain monsters gives you certain tokens, and killing boses may give you specific tokens. Perhaps a boss drops a set amount of tokens, or just one token for each player. Then, these tokens can be traded for items when enough of them have been collected.
Storyline: Some philosophy, or fear of death in the storyline.
Music: Get some classical music, violins, cellos and pianos in there. Or hire Sigur Ros, Radiohead, Explosions in the Sky, and Godspeed to do the soundtrack, haha. Also, it would be great if each super-boss had their own music, that looped at certain hp levels and then changed slightly as its hp decreased, increasing in pace and adding instruments.
What I miss from other games:
1. From FFXI, the ability to change linkshells/sacks/pearls, an equipable item tied to your guild. So you can swap from your social guild to your raid guild without having to sacrifice one. Basically, you can only equip one pearl at a time, but you can carry as many as you can fit.
2. From FFXI, the ability to swap character class (main or sub) without having to change characters or start a new character. That way you'd develop your identity on the only character that you played. So, you could change your main and sub class by returning to your home in ffxi, which was nice because there were some awesome pve items that were equippable by multiple classes, and thus "bound"/"customized" items can be used on your other classes as well. This ability to swap your classes without having to change characters, and building your identity on one character is the most important to me.
3. Specific servers! Yes, I know Guild Wars likes to unite everyone! However, I will never develop any bonds with other players if everyone has access to the same server. I know that a part of me likes just being able to swap districts...but...I don't know, sometimes I feel like I would prefer closed servers where I can get to know everyone. Like in FFXI, after a year of playing, everyone seriously knew everyone and their reputation as a player, because the server was closed, and because the way the game was designed, you never had to make a new character to make a new class. Actually, it was a time and equipment advantage to keep the same character. Nevertheless, I suspect that making these identity improvements, and fixing a specific character, as well as having a persistent main world, will improve the identity development aspect. I realize that guild wars does link all your characters together, like when joining a guild, but it would be an improvement to identity if the name and character appearance was fixed.
4. From Eq, FFXI, Wow: the ability to have in hand weapon(s) as well as a ranged weapon. That way rangers can melee and shoot arrows, and warriors can shoot weaker arrows when enemies are far away, or to pull a monster. Also, a ranger class can equip daggers that improve bow ability, or a caster class can equip an item in ranged slot like a throwing stone, that has caster benefits and serves no other purpose.
5. From Wow, FFXI: There are warlock and summoner classes respectively, that can summon their own pets. This differs from the necromancer's pet summon spam that depends on corpses, and the ranger's melee pet. Instead, this is a variety of pets with different benefits that work better or worse in different situations.
6. Although I really enjoy being able to try every class and have fast paced fun in guild wars, I really miss developing an attachment to a single character and to a community of other players that don't constantly change their characters.
7. Although the instanced aspect of boses in Wow made things fair, I enjoyed camping some monsters like in the persistent spawning world of FFXI.
What I don't want to see changed from GW1:
1. No mounts. I actually don't like mounts.
2. I know I wont be received well on this, and neither will Guild Wars 2 do this: I rather not jump, I prefer the xy movements without a z.
3. Insanely low computer spec requirements.
(Narziss 22:33, 28 May 2008 (UTC))
- Hmm... Just continue playing WoW, FFXI and EQ, dude. Most of these ideas will destroy GW and make it another clone of such games... Ratys 16:44, 5 June 2008 (UTC)
- Wow, I'm extremely irritated at the amount of attempts at rebuttal that say "just play X game, and retain the identity of GW". Just so you know, we're talking about GW2, so if YOU want to keep playing GW, by all means, continue. But we will keep talking about GW2 suggestions for this NEW game. Also, the first half are NEW ideas, the second half are comparisons to what I like and dislike from other games including GW1. Responses like yours are not helpful, instead, they are ignorant and frustrating, and shows you didn't even read the post, and are just placing your cookie cutter, spam, footprint.
- Destroy GW?---they're suggestions for GW2. Destroy GW2?---nope. They're great suggestions, and several of them are unique. And no, I won't continue playing whatever games at your request because I play GW and enjoy that game, and at the prospect of making GW2 a better game by suggestions, I believe in comparative advantage and splitting up PVP and PVE abilities and items in such a way that I don't have to play FFXI for pve and Guild Wars for pvp, but rather, Guild Wars 2 for both.
- So you don't want to change GW1?---I doubt it will, so keep playing it, it's a great game. Want to cry about changes, some that may be similar to other games and not gw1?---then mention the persistent world.
(Narziss 01:45, 8 June 2008 (UTC))
Active and Passive skill sets: - I like the idea you posted here about having passive skills. The one thing I don't like is equipping your passive skills. Those passive skills should be already in affect regardless if you have them equipped or not. I think that as long as you have unlocked/learned that passive skill, it should be "active" at all times.
Fatality Benefit/Passive skill: - I like the little benefit thing you get from killing something. I know you said "For example" but that example looks a little too buff for me. I think it would be better if it was a one time boost/benefit like "The next time you attack you do X additional damage" or "Your next skill recharges twice as fast", something along those lines. Duration can be a little to power for a small bonus, but it also depends on what the boost is though.
Pve/Pvp Difference: - I do think there should be a difference but having a "super-overpowered item" is not the difference I want to see. Maybe like a potion that helps energy regeneration a little for X amount of time while not in combat, just nothing too powerful.
Energy based game, not life damage: - I think Guild Wars is already kind of energy base already. You have to manage you energy well and know what skill to use and what skills you can save for later and such. A monk not knowing how/when to heal and just spams everything can make his party die very fast, including him/herself. You can use skills such as Shielding Hands or like Flashing Blades to prevent damage at the cost of your energy. I like the current system and hopefully they would only improve abound it and doesn't change it too much. But I understand what you mean, you don't want the game to be like "Tab, F1" (A term in Rappelz) or we can change it to Guild Wars (C, Spacebar). You want it to be more interactive and skill base.
New Skills: - I'm up for new skills and all that jazz. I just hope that they will try to make all of the skill somewhat "useful" in more situations so that there won't be skills that no one ever uses. As for the meditating thing, I think they should just make it like if you use the emote "/sit" you can regenerate Hp and energy at a faster rate instead of a skill.
A Token Economy: - That sounds exactly like gold, just a different term for the currency. Just remember that when you "buy" a weapon with gold you really are just trading some gold for the weapon. Same exactly concept of gold. I was thinking maybe they could add in different currency for different races or place (Tyria, Elonia, etc). Though it might get confusing and all. Could be a good way to make profit, or lose, if the trade rate between the currencies fluctuate.
Storyline: - I hope there will be one in Guild Wars 2 like in the first one. I don't really like games without a story, makes it more grind like and pointless.
Music: - I think they should add into the game "Jukebox" so you can instead play your own music in the game if you wanted to. You would have to add in musics into a certain folder for the game to be able to access it in the game.
What I miss from other games:
1) No comment
2) I like how it was done in Guild Wars where you can change you secondary. I hope this feature stays in Guild Wars 2 as that could make the character more replay value and makes for more combinations you can have with your character. I don't think being able to the primary class would be needed. You can alway create another character for that. It would be nice though for certain situations for example:
Person A: Hey guys, we have no Monk... crap.
Person B: Wait here for a sec.
Moments later
Person B: I just change profession to a Monk.
Whole Team: Cool, let's do this!
3) I read somewhere that Guild Wars 2 will have the feature. By making it not an instance they kind of have to make more than one server to reduce lag and over population in areas.
4)If they just keep the Weapon Slot system they do now, things should be fine.
5)I think that would be nice to have more classes. One thing is that I hope they do something about the Necromancer. As much as I love to have a Minion Master in Guild Wars, I think it would be very unfair to the others in PvE for Guild Wars 2. Since it's not an instance, I would like to be able to find a spot and maybe do my quest by killing a monster or something without trying to run through millions of minions from some nearby necromancer or other summon classes. Maybe lower the amount to like 2-3 and make them a little better or something.
6) I read somewhere that the level cap maybe 100 or even unlimited so you will have a lot of time before your character is "complete" or "perfect" so you will become attached to your character sooner or later. I just hope the level cap isn't too high though, I dislike grinds.
7) Camping spawns is a pain. Let's just hope that the quests that tells you to kill some boss doesn't give like good items or good experience where people would camp them not for the quest. I don't want to be waiting to kill the boss for like hours just to be KS (Kill steal) by someone else.
What I don't want to see changed from GW1:
1) I think mounts could be nice but is not needed in Guild Wars 2. If they do add in mounts I hope they do not add in Flying mounts as that would be a way to powerful tool to use.
2)Jumping would be nice though. I want to be able to jump over a small rock in front of me and not just stuck behind it.
3) Amen, but still I want better graphics... lol Sorry for the very long reply thingy. I mean no flames, I just wanted to state my opinion as you are entitled to yours as well.
- Whats the reason of doubleposting it again? Pretty same stuff said, but nevermind. I DO want GW2 be different, I just said that some (SOME, not ALL) of your ideas look better where they are, not in GW2, because they just ruin all the concept. No reason of reacting like a retard. Ratys 15:53, 12 June 2008 (UTC)
Integrated and Automated Support for Sealed Deck PvP Formats
Time and again, games which follow the Guild Wars/Magic the Gathering design philosophy have proven that one of the most balanced, and skillful formats for play uses a randomly generated pool of cards or abilities. The benefits are obvious:
- Creativity and broad knowledge of the game emphasized over FotM abuse.
- Degenerate stacking of one skill or class nearly impossible.
- Less need for destructive nerfs in hopes of artificially shifting the metagame.
- More play of 2nd and 3rd tier cards, more variety, less stagnation.
Of course, a drafting system can be used to mitigate the randomness that comes with this type of play in more competitive brackets. A simple UI and random 'deck' generator should be integrated in all 'structured' PvP for those who wish to use them. Also a ladder for 'sealed deck' GvG where, for example, each guild would be given a new pool to work from each week.
This would not exclude a system similar to the current one, but simply be another option for those who wish to play it.
EDIT: I wanted to give some credit here - I don't remember who did it, but the idea of automating this process was laid out back when A.Net released their Sealed Deck rules by one of the bigger names in the PvP community. I just wanted to type it up here because there was a lot of support for it, and it seems like a great idea.
Sisyphean (from Incgamer.guildwars forums and GW Guru)
This is soooo clever, and MUST be done! Instead of everyone playing wiki builds, it would be amazing if you were placed at a table with seven other players and you were to open a pack of fifteen skills and choose one, then pass the pack, choose one and pass the next pack, and so on. Then after doing that with three packs, you are allowed to choose a main class and sub class and choose your eight skills based on your pool of 45 skills. This could then be done in a two-headed giant format, where you are doing 2v2 and you and your friend build two character builds out of your collected skills, or could be incorporated into guild battles. (Narziss 22:40, 28 May 2008 (UTC))
- There are at least two huge differences here and one is that in collectible card games there is utility in having more than one copy of the same card, whereas in Guild Wars it would be meaningless. Another is that there are only 5 colors in Magic: The Gathering, whereas there are 10 professions in Guild Wars each having 4 attributes, which is kind of the equivalent of 40 colors. No, I don't think this would work well at all, and these aren't even the only reasons. --Amazing Goat 18:17, 29 May 2008 (UTC)
Much More Character Customization + More Guild Ranks
Im thinking we need way more character customization, I mean yea there are different heights a players can be, skin tone, facial expression and hair, but I think we need to go more into detail. We should have these new points
- Scars, we should be able to remember our past battles (if we want them)
- Tattoos! I know that some of us have armour which covers the entire body, but for some people (i . e my assasin and monk) they could have tattoos that dont constitute as armour, its kind of like selecting a guild emblem to put on your characters arm or back or whatever
- The hair feature is pretty good ( a lot of styles + colour combinations) already but we should be able to get a haircut after we create the not to mention my poor necromancer who was made in prophecies and could not reap the benefits of the new Cantha hairstyle + colouring (This would be the same for facial hair)
- Dyes should be removed I think, or kept in with a new feature, the colour palette. basically theres an npc that opens a palette and charges you per colour you add and shading/making it shiny
- Chaos Armour! Rather than just the gauntlets they could make an entire set just chaos energy or have a chaos dye thing which would make parts of your armour glow
- Pets should not be restricted to rangers only, other classes should be able to tame proffession-specific pets ( Like rangers can have melandrus stalkers + tigers, whilst an elementalist could have some sort of magical beast) Basically the pet would support the class the player is, rather than just rangers (Add skill bars and attribs for pets)
- Dont add more freaking sand to the game, Deserts are gay, make the entire continent a jade ocean (jkin!) but I prefer the pre searing look, the kryta look, and the shing jea island look. Or add pyramids like the ones the Aztecs used
- Customizable combos! Basically you can click actions for your cahracters weapon movement (for example, a warrior can choose what syles of slashing he/she prefers, rather than just hte standard 3)
- An auction house would be nice, rather than having one city like Spammadan
- They should make some sort of GW sport. Kinda like blitz ball from Final Fantasy except like a whole new sport that can be a minigame, and all the skills have an effect in the sports arena
- Guild Ranks are SEVERELY lacking in GW, Theres only 3 ranks! They should have more ranks or have customizable tabsfor ranks, so each Guild can have more ranks to adjust to the guilds size. (Rather than just Member and Officer, there should be Captain, Legionnaire, 1st Lieutenant etc.) Not to mention having a Co-Leader spot so the people whould founded the guild can share the leader spot. Also, the ranks can be represented by a medal or a badge, that the characters the player has can show their status in their Guild. The more people in a guild, the better skins of badges there are, so people can just make a guild iwth one person to have a leader badge.
- DONT MAKE RESKINNED ARMOUR EVER **cough**eotn*cough*** Yea I was kinda dissapointed that all the skins are basically the same as other ones combined, need more creativity!
- To touch on the whole thing of swimming, I think each guild should have a customizable ship! Then they could have like pirate warfare or just use as transportation (because the world will be free roaming)
- The Tengu should be a playable race, as should Centaurs.
- Our characters need to have changing facial expressions, the emotions in GW are lame, but the emotes are good, there should be more of them in GW 2 like /playdead or something
I hope youve enjoyed my ideas and I hope that you agree with all (or even some!) of them. 216.59.247.234 01:12, 29 May 2008 (UTC) Monarch
- I think you put too many ideas in one post here. Some of them don't even have to do with your topic heading at all. It's all right to make more than one topic. Really. Just don't go overboard with it. ; )
- Also, "auction house" has been mentioned probably about 2.5 million times, give or take, so if they haven't decided to do it by now (and Dwayna only knows why they never put one in the first game (and yes, that is meant to be terribly corny) ), they just aren't going to. There had better be one though (or something along those lines) or much rioting will surely ensue. :p --Amazing Goat 19:03, 29 May 2008 (UTC)
- I definatly agree with having different guild ranks.
More ranks are DEFINATELY in order, maybe the option to change what they are called (select from a preset list to avoid inapropriateness).I like the idea of rank badge. It would be nice if the actaul cape could vary depending on rank, and then have an alliance badge. Also, maybe make the capes a bit bigger and flowy, have the option aot have it be more of a cloak than a cape. I love the idea of a GW sport, would be a lot of fun. Rollerbeatl racing wasa a blast, but it never stuck around for very long, its alway justa weekend only deal and only once every couple months..... Undlying tats and scars (pattern or not) would be something worth-while. Dyes need to not cost by what color they are anymore, but have metalic colors that would cost a bit more, or have it cost more to be able to change the brightness or darkness of it. --Wolf 18:10, 10 June 2008 (UTC)
Am I a hero or a mercenary? (pve quest rewards)
Given the vocal community's divide with regards to quest rewards (adequate vs inadequate), perhaps we could be given the option in GW2 what type of quest reward we could receive after finishing certain quest. Also, the game should be able to track the type of reward previously chosen (a "secret" reputation title) which should affect future quest rewards.
Rewards can be any of the following:
- none - simply because the player is willing to help without expecting any type of reward. However, this may or may not give the player a better opportunity for getting a better reward in the future. ie: After completing a quest and the reward was deferred, the NPC (either the same person who has given the quest, or some time later in the game) can perhaps share some valuable information to the player that a unique item (or whatever) resides in this dungeon/area guarded by a big bad-ass boss.
- merchant discount
- gold
- gold + item w/ drubby looking skin
- unique item - customized to the player?
The player's reputation will affect the type of rewards that the player can choose after completing a quest giving the player more or fewer reward type.
The rewards that can be selected must be realistic with regards to the NPC giving it. A simple townsfolk will not be able to give the player large amounts of gold compared to a noble and would definitely not be able to give the player a merchant discount unless (s)he her/himself is the quest giver. But any NPC would be able to give the player an item.
Ideally, the rewards should be random so players will always receive a unique reward. Especially, as far as getting items are concerned so players can't just wiki to get a particular type of skin or merch discount. However, given that limited amount of skins, it doesn't necessarily mean that the skin will not be recycled as a reward in other quests.
--Teg 02:36, 29 May 2008 (UTC)
- I think that being able to choose your rewards from quests adds a lot to roleplaying and is an excellent idea!!! The rewards however should be very carefully chosen to keep in-game balance. --V2580s
- does NO make it clear enough? you do realize the peeps that give quests are NPCs, which means they are not real people, so they really dont care that you killed the mime thats been hanging around their village. --The preceding unsigned comment was added by User:24.40.169.24 (talk).
- Ignoring the previous statement (which shows a total lack of roleplaying experience), it could be combined with the way "faction" works in other games, meaning that the more of a certain kind of reward one gets, the more chances you have to be hired as mercenary (for phat lewtz), but the more of the other kind of reward you get, the more chances of being hired as "hero". Sure, this last option may only be rewarded with a "I saved the world from the evil Lich, and all i got was this lousy t-shirt", but some of us are happy with that.
- Also, worth to mention is that this issue is something that has never been adressed right in other games. Players usually want to be able to "have a choice other than yes/no" (choose which side to aid, choose if they want to aid at all, choose in which amount, etc), and since GW usually implements things that make it different from other games, i think they could accomplish it if they wanted.--Fighterdoken 21:43, 29 May 2008 (UTC)
Just my input on this lil' subject-a-rino. Faction. Helping a guy then demanding all his wordly possessions isn't good for your factions, but wandering out and skinning the Charr attacking his village for free increases your faction. Of course this faction can be gained other ways, grinding certain areas, farming, etc. Example text: Thankyou, Generic Hero! You have saved my town from attack by Generic Monsters! I spoke to the people of the town and we have scrounged up enough of our belongings to give you this reward of 500 Gold and a Generic Collector Item.
Responces:
- Thanks for the generic reward, peasant! I will take this to spend on cheap whores and alcohol! (Reward: 500 Gold, Generic Collector Item)
- You can keep the gold to repair your village. The Generic Collector Item is all I need to cover my losses. Reward: Generic Collector Item, 250 Faction
- Don't worry, Generic Peasant Leader, I don't need your rewards. Just spread the news of my good deeds in this place. (Reward: 500 Faction)
- (Said whilst standing superimposed against the sun, glowing with holy goodness and surrounded by deer and bunnies) Hark, pitiful farmer-folk! I will not only reject your reward, but cover the costs of your damages myself! (Reward: You lose 500 gold, and gain 1,000 Faction)
- Don't worry, Generic Peasant Leader, I don't need your rewards. Just spread the news of my good deeds in this place. (Reward: 500 Faction)
- You can keep the gold to repair your village. The Generic Collector Item is all I need to cover my losses. Reward: Generic Collector Item, 250 Faction
This is the best damn idea on the page. Anet, hire the above poster for dialogue management! I NEED THIS IN MY GAME. True roleplaying! It would help build identity, amongst other things.
A revolutionary class system
Instead of being able to pick your class, we should be given an enormous amount (I'm talking in the hundreds) of skills (Hammer Mastery, Bow Mastery, Fire Magic). The more you use spells or abilities associated with the skill the faster it is raised. The class system would then see which ones are your highest and assign you a class. For example, a person who has his/her highest attributes in Heavy Armor, Healing Magic, and Mace Mastery; would be labeled a Paladin. Of course an age system could be implemented to keep people from being able to switch and easily master something new. For example a new player would be labeled a Mage faster than a person who has played the "warrior" style and then decided to change his skills. I feel this would give Guild Wars 2 an edge up on realism when compared to other MMORPGs. I mean even the stupidest Mage can at least figure out how to use a shield to SOME degree of effectiveness. 72.150.87.123 03:08, 29 May 2008 (UTC)
- No, just...no, I don't want a MMO version of Elder Scrolls. Please. --Amazing Goat 06:33, 29 May 2008 (UTC)
- Agreed. However, one aspect that Elder Scrolls had that I would like in Guild Wars 2 is fully customizable classes instead of predefined templates. For example, how about a "Berserker" class that uses Wilderness Survival, Axe Mastery, Expertise, and Earth Prayers?
- This is not revolutionary. Nor is it really a class system, it's actually one of the (semi) viable alternatives to a class system. Furthermore, it's a bad idea, 'completely' different from how GW is supposed to work. And yeah, no TES MMO. Because that's where you got this, isn't it? Isn't it!? LIAR! --Jette 18:39, 30 May 2008 (UTC)
- No thanks. I don't want Guild Wars 2 to be the next Runescape.
Go play uhhh, Dungeon Runners :D? heheh, May Gosh's grace be with you... :S?
Target Wheel for AoE Spells
(People who have played other mmos like WoW should know exactly what im talking about).
Wouldn't it be cool if you could actually select the area in which to cast your AoE spells such as Meteor Shower or Savannah Heat? Instead of casting your spell on a single or moving target only to watch them run away or step out of the zone un-harmed. I think this feature would be very usefull for strategic purposes such as to temporarily block off a pathway from attackers using an AoE attack or being able to place your spell where the target is going to be rather than on the target itself. Now, this doesen't mean that the classic target and cast feature has to be removed or replaced. Perhaps the player could activate the AoE Target Wheel by selecting the spell with the right mouse button and save the left mouse button for direct casting. --Impact776 06:09, 29 May 2008 (UTC)
- This idea is good, I fully approve. Furthermore, I think it should be implemented into GW1. However, I'm sure some butthurt developer will think it will make AoE effects "too powerful." This could be argued by the fact that AoE effects in games with AoE-targeting reticules such as WoW, Neverwinter Nights, every RTS game with superweapons since the '90's... are overpowered, but that's because they do a lot of damage, not because of the reticule.
- tl;dr yes --Jette 18:34, 30 May 2008 (UTC)
- I posted an idea some-what like this one. I proposed that you could put down an "Area Flag", much like you would a hero flag. That way you could use it to drop AoE on a specific area, designate a resurrection spot for something like "Rebirth", or maybe even make your own personal Shadow Step location.Blackie ewilson92 18:51, 30 May 2008 (UTC)
Great Idea! (Narziss 01:01, 31 May 2008 (UTC))
This might be a good idea but you have to think of the farming and grinding too. I mean, how many people here hate it when people just go on PvX and grab a build and start crippling the economy. I remember when my warrior was just a young whipper-snapper and I was trying to learn how to duo Underworld with a monk. When we finally figured it out, ectos were selling for 8k+ now, I can solo the Graspings, Smites and those Dredge or whatever they're called. But the ectos are far less rewarding, I think it's 4.5k-4.7k each for those now.
Back to the topic... You could just grab a build off PvX, Mist Form, Lava Font, Bed of Coal, Fire Storm, Teinai's Heat, Meteor Shower, Fire Attunement and some other AoE skill.
Run into the Troll Cave, body bock the trolls into the corner, then cover the escapes with AoE too, so when they're running away, they're etting smashed too.
I mean, come on... Besides, you mentioned WoW, and that's illegal :P
Norn characters
i just hope you are going to be able to customize your norn character like a big bad, viking look alike character. like the ones from jamie jones's concept. (http://wiki.guildwars.com/wiki/Image:Norn2.jpg)
maybe put them big viking beards and i definitely look forward into the big viking horns helm and armor. not like the ones you can already get in gw1 but real viking horn-helms/armor. actually just exactly like jamie jones's concept...
i think that would be fantastic, since i love big bad ferocious characters. and to go back to previous threads like the scar things, i think it would look fantastic with the things ive mentioned before. cuz now when i look at my warrior in gw1, he looks like a model, like many of my gamers mates already said it. i mean he has a baby face that even celine dion would envy. offer the possibility to those who want to make their characters look bad :D
cheers and im looking forward into gw2 --Kunai 15:30, 30 May 2008 (UTC)
- I hope they don't overpower the norn skills (such as ursan) and turn GW into WoW where some professions are hardly played.
- real viking helms dont have any horns. but i like the idea :)
oh well.. it's true vikings had no horns.. but you know what i mean.. plus the ability to make your charachter to look like a bad guy.. instead of my "NSYNC" warrior in gw1 :) and the so called viking idea is pretty cool since the norn shown similarities with the vikings, except the 9 feet tall thing xD.. anyway Jamie Jones concept RULZ. (and i love the eagle on the arm of the norn in the back. scary thing.. ;) and the beards... the big beards.. :) maybe make some special emotes for every class.. i really want my future norn to be bad and special :) --Kunai 15:30, 30 May 2008 (UTC)
Weather
IMO they should really make more enviromental and weather effects.PLUS seasons and night-day timeDeath Demonisher 22:22, 29 May 2008 (UTC)
- Environmental and weather effects are a good idea. However, I do not think that -- unless they are permanent effects in certain areas that never change -- weather should affect anything. Randomness usually just makes problems (and don't give me any crap about "adaptability." There's already enough need for adaptability in PvP, and in PvE... well, it's PvE!). Seasons might be nice, but it would be superfluous, I think. The passing of the years would be far too obvious, and that's not necessarily the direction we want to be going. --Jette 18:44, 30 May 2008 (UTC)
great idea. i think seasons should be a no as stated above but maybe when you start playing you see storm clouds of the coast and then its raining there 2 hours later causing some monsters and animals to seek shelter like a cave or something (maybe 20 percent of the population of the monster and animals)And when it passes and you go outside for a quest you see mud get on your armor (temporarely) and you walk a bit slower but with added safety cus some monsters are still hiding from the rain. if its a flash flood and the river over flows destroyin a bridge to the other side allowing you to cut down a tree and walk across it at your risk if you fall you are swept to the mouth of the river or you paddle yourself over to the shore and if you pass yay. if its a drought the river or lake dries up and you see fish flopping around on the bottom of the empty lake or river bed which you can go and pick up and eat after you cook them. thats how i think it should be maybe even with earthquakes and hurricanes and tsunamis
Improve Missions
It would be great if missions had a more loose and freeform feel to them if they are integrated in GW2 at all. Sort of like the concept of a dungeon, except with bonuses/even sidequests that affect the main objective ather than just ading on another 10 minutes. If a mission could be done in several different ways rather than having to take a linear path to your objective, and have an extended life with bonuses and sidequests it would be easier to bear. Adventurer Talban 06:21, 30 May 2008 (UTC)
- I agree wholeheartedly with this suggestion. But it will never happen. --Jette 18:44, 30 May 2008 (UTC)
- It's already in EoTN, and it is a great idea. Where you make your way to the Charr camp in Against The Charr, chosing to weaken the fortress progressively, or simply to charge into a hard battle.
- Here's one example of this Strain used:
- It's already in EoTN, and it is a great idea. Where you make your way to the Charr camp in Against The Charr, chosing to weaken the fortress progressively, or simply to charge into a hard battle.
- You are wandering through the countryside and you see a dragon flying overhead. You and a group try to stave off the dragon. If you are successful the nearby town gives you a treasure.
- But if you don't drive off the dragon, the bridge will be destroyed. This will lead to a team of carpenters gathering at the bridge to try to fix it and then you will have to protect them from bandits.
FETCH
was just thinking it would be cool if you had a pet if you could somehow make them fetch items/goldthat enemies drop. it wouldn't be a gigantic thing but it would save a little time and boredom.
- This is a job better suited for minipets than full-size ones. But yes, that would be cute. --Jette 18:45, 30 May 2008 (UTC)
I agree on the minipet thing there, but think about it, someone running a macro or bot, to farm gold to sell.
This would make their lives so much easier, once the bot is done with a group, they click the "Fetch!" button.
This would work well as a Ranger skill though. This would erradicate most of these aspects. Stokoe 01:51, 03 June 2008 (GMT)
Mini Pets
I think it would be cool if minipets could have their own little arena to fight in and guildwars characters could pit their pets to see whose is strongest, maybe a skill set of 2 or 3, with interchangeable skills. Maybe a grand pet arena with the winner obtaining new skills only obtainable in the grand arena. Mini pets should level up to maybe a max of 20 and have limited skill sets dependant on type of minipet.
- Gotta catch 'em all? *groan* ; ) --Amazing Goat 16:41, 30 May 2008 (UTC)
- its called polymock :P
- Suggested this last month, at least it would give us better things to do with them except populate districts. my idea was to combine polymock and minpets, so it was a little different. (Monkenstein)
- its called polymock :P
Dial Up
Make it Dial-up friendly. or don't make it at all. (48% of America/Canada have no access to High Speed or cant afford the "only $99.95 a month"<---Direct-TV Satilite Access Fee)
- While I sympathize with users that are restricted to dial-up connections, I must inform you those more-than-likely-fabricated statistics would refer largely to individuals who use their connection for the purposes of chatting, e-mailing, and other menial tasks requiring little bandwidth, the vast majority of whom would view a game like GW2 as "offensive" and probably "pagan witchcraft." Dial-up sucks, yes, but broadband has become a necessity nowadays: they can't make GW2 compatible with the NVIDIA 3000 series just because not many can afford the 8800. --Jette 18:51, 30 May 2008 (UTC)
- That's kind of like asking to make streaming video dial-up friendly. Guild Wars is playable on dial-up, but I don't know how you propose they make the sequel dial-up "friendly." --Amazing Goat 21:15, 30 May 2008 (UTC)
- Satellite Internet access is one of the most expensive mainstream broadband services available, $99.95 a month is not a typical price for broadband internet access. -- Gordon Ecker 22:11, 30 May 2008 (UTC)
- This is sort of like saying "every gas station should have a convenience store, or the gas station shouldn't exist at all, because without a convenience store it's not useful to people who don't have cars" - even though plenty of the population doesn't have cars, that doesn't mean it's a good idea to design gas stations for them. Designing for dial-up puts an extreme chokehold on modern multiplayer game development, and really just isn't that feasible. (Aiiane - talk - contribs) 22:15, 30 May 2008 (UTC)
- Satellite Internet access is one of the most expensive mainstream broadband services available, $99.95 a month is not a typical price for broadband internet access. -- Gordon Ecker 22:11, 30 May 2008 (UTC)
- That's kind of like asking to make streaming video dial-up friendly. Guild Wars is playable on dial-up, but I don't know how you propose they make the sequel dial-up "friendly." --Amazing Goat 21:15, 30 May 2008 (UTC)
- Player acess to the server is free and bandwidth cost money. You can be sure they will design network protocol that is a light as posible for simple profitability reasons. There is limit to minizing game state and to compression. --Bob 18:45, 31 May 2008 (UTC)
- Can't really make it compatable like that. Basically, to do that they would need to scale the game down so much that it works perfectly on dial-up internet. But the game would be so limited, and all the people who have bought the game and are paying for good internet would have thier money wasted.--Neyon 21:09, 1 June 2008 (UTC)
- statistics may be wrong, but in transition from GW to GW2 Anet will lose a large amount of hardcore GW players because... they cant play it, and its not a matter of be able to afford it(most broadband costs less) its about being able to get high speed, where i live you either run on dial up or sell your computer. Most DSL company's don't even care about "rural areas" because they will only have about 300/800 people using a computer(farm community's and work>all areas). Basically if your not in a city or large area you might as well not have a computer. "Phone Company: I am using Rebirth on Minesweeper!" The Only Warrior 10:46, 8 June 2008 (UTC)
Race Perks
I think it would be a good idea to make your race give you a certain attribute boost for your MAIN profession, in PvE. For example, if I were a Ranger, it would look something like this:
Asura: Increased Expertise Charr: Increased Beast Mastery Norn: Increased Marksmanship Sylvari: Increased Wilderness Survival Human: Increased damage with a bow, or something. (I haven't really figured that one out.)
Maybe you could even make it a personal race title track. Blackie ewilson92 18:46, 30 May 2008 (UTC)
- No. This is exactly what I'm afraid of happening in GW2: certain races will be better at professions than others. I want to play as whatever race I feel like, and not be restricted by retarded bonuses. Already, I fear that Norn will make the best warriors because of their Bear Form ability. I sincerely hope that the races will be set on an equal footing in regards to professions. I don't want to have to play a race I don't like just because it's better at a given profession. Seriously, if this happens, I'm not going to buy GW2, and I'm going to hurt whoever decided to implement the feature at ANet and OMG YES THIS IS A WRITTEN THREAT CALL THE INTERNET POLICE. --Jette 19:25, 30 May 2008 (UTC)
Excellent point, Jette, until you appear to begin drooling on your keyboard and foaming at the mouth one sentence away from the end. Maybe race-only skills would be a good mid-point. Not overpowered enough to make the odd Norn Elementalist feel incompetent, but not weak enough to be unused. I'm talking PvE skill power, like Dwarven Headbutt, not Elite Skill power. Asurans can use their melon-sized brains to get +5 Energy passive and -5 AL, Norns use their beefcake muscles for a passive 10% chance of 20% AP, and -5 Energy, Humans get no passive good or bad, Sylvari get the skill 'What the hell is a Sylvari', etc...
- I see what you mean, and I kind-of feel the same way now. I didn't think about it that way. I guess that would throw off alot of the balance of Guild Wars.Blackie ewilson92 13:01, 1 June 2008 (UTC)
Why not just give each race perks out of combat, for example a different way of playing?
System to view Quest of others
I think they should have a system in GW2 that allows you to see the quest of other player{s}. During my time playing GW, I sometimes have to help others, mostly lower player{s} with quests that I don't remember what needs to be done. So if they had a system that showed the quests of the other player{s}, it would be great addition to the game and it would save time from going back and forth from Wiki to GW. A way they could implement this into the game could be to add it into our existing quests log, But under the other player{s} name.
I kept in consideration that this could be abuse by someone with more than one guild war accounts and more than one computer. If he/she has a higher level character on different account then he/she could party both accounts and easily gain exp.
I've scan through most of the threads and I haven't seen any discussion about this topic so far, I might be wrong though.
{forgot to add name..by Ariel}
I wholeheartedly agree that we should be able to see the quest markers of other players. Possibly by marking them as the "leader" of the party temporarily. I don't think this would cause abuse. People level up secondary characters now with the help of guild mates or for-pay levelers. Plus, leveling in GW is not as important as other games.
Having their quests show up in my list might be confusing... How about adding a new tab to the party window that lists everybody's quests and allows us to see what quests we share. We can also see each others builds to make balancing the party easier. Tsafran 17:35, 7 June 2008 (UTC)
New titles !
an age title.. if your char has been on for 3 years for example.. you get a title saying so ^^
like 'old man' or 'o.a.p' xD --The preceding unsigned comment was added by User:82.19.127.129 (talk).
- This has been suggested countless times and been countlessly shot down for being mostly a useless and effortless title. Check the archives and fan forums for more of it. There's no point repeating it yet again. -- ab.er.rant 04:26, 31 May 2008 (UTC)
Okay, not an age title, but I would love to see a title for completing the slew of miniquests that come with the game. Theres a lot of gameplay and work in their, and -very- little incentive to use it. Just something I thought up here, excuse my inability to use this infernal wiki formatting.
1)Hopeless Helper
2)Able Assistant
3)Working Man
4)Rent-A-Hero
5)Doer of Deeds
6)Exhalated Errand-boy
- 7) Mr/Ms Do-It-All
- 8)JOAT (jack/jill of all trades)
- 9) Hopelessly Overcommitted
- 10) -drum roll please- Gullible is too in the dictionary! I checked!
- (Monkenstein)
- Hey let's all think of ideas to get God Walking amongst mere mortals in the quickest way, seriously most of the quests are simple (talk to brother mhenlo for 3000xp)
Yes but there are hundreds of quests some are so obscure and no reward therefore you get people who skip quests.. if i do all quests all 4 games i would like to see something a tag or something in either gw or gw2 Gow Czar 14:52, 5 June 2008 (UTC)
Passive skill slot
I don't know if this has been discussed before. A nice addition to Guild Wars would be a Passive skill slot. Instead of the traditional 8 skill slots, we would have 8 skill slots plus one additional passive skill slot (PSS). The PSS could only contain a passive skill and would drastically influence the way your character plays. They could influence skills and how skills affect you. Things like Dual Wielding for warriors would then be possible ( at the cost of their PSS ) among other things. Please tell me what you think. --Kyrax 14:56, 31 May 2008 (UTC)
Very nice idea, in my opinion. Possibly things like +1 Energy Regen for elementalists, +5 AP for Warriors, A passive for necros that gives them health as well as energy with Soul Reaping... I could go on, but this is a good idea. Possibly even have elite passives, giving new build ideas. Just one more example for this, an Elite Passive that gives Warriors +1/2 energy on hit, in exchange for no adrenaline.
how can you have half of an energy, lol oh well, this is a good idea, have it so it compliment the primary , but not dependent on it or have it scaled with attributes, for example, Monks: have X(10 or 20)% chance to heal for Y amount with spells that target other ally. that would go great with Divine favor, but wouldn't be limited to it, thus can be use with monks other lines, or another profession who's not a monk primary. another example, Rit: increase your total maximum health and/or energy by X% for each spirit within earshot (max Z%), this would be great for other professions and team build, but to make sure it not abuse add, you lose Y health/energy if any friendly spirit dies within earshot. just a few ideas for it, would be cool to see it--Metal Sazz 23:11, 1 June 2008 (UTC)
I posted a similar idea and called it a passive skill bar, for skills like this or other not just continuous but also triggered upon certain conditions. It's a few posts up, around #217 last time I checked. (Narziss 01:04, 2 June 2008 (UTC))
- Sounds wicked fun. I wonder if you could use it to equip a mount for speed boost but less armor from being a big target, or something too. - Elder Angelus 15:10, 5 June 2008 (UTC)
- Nooo, equippig a mount makes no sense... Makes it just a plain IMS instead of optionality tool that it should be, also no synergy with pet mounting ideas ;) But making a PSS IMS is nice imo, just make it in certain limits to prevent overpovering (no constant Sprint and such). To Narziss - 1 PSS is better than 8 Something-Passive-Building-Thingie, much more GW style, like we can have only one Elite skill. Talking of elites, I think that the possibility to take a non-elite skill instead of elite should gone; so we have 1 PSS, 7(8) normal skill slots and 1 slot for elite. Can be changed to no elites at all, just 8 NSS and 1 PSS, but first system is better imo. Ratys 17:18, 5 June 2008 (UTC)
- Definitely a good idea, but IMO there should be at least 3 passive skills.
- Nooo, equippig a mount makes no sense... Makes it just a plain IMS instead of optionality tool that it should be, also no synergy with pet mounting ideas ;) But making a PSS IMS is nice imo, just make it in certain limits to prevent overpovering (no constant Sprint and such). To Narziss - 1 PSS is better than 8 Something-Passive-Building-Thingie, much more GW style, like we can have only one Elite skill. Talking of elites, I think that the possibility to take a non-elite skill instead of elite should gone; so we have 1 PSS, 7(8) normal skill slots and 1 slot for elite. Can be changed to no elites at all, just 8 NSS and 1 PSS, but first system is better imo. Ratys 17:18, 5 June 2008 (UTC)
- 8 passive skill slots seem like it generates too many skills to design, but I agree that there should be 3-4 passive skills. (Narziss 01:52, 8 June 2008 (UTC))
/Whereis command
I would like to be able to type /whereis playername, and the game would then tell you what that player was currently doing, or where they were. So, for instance if you typed /whereis playername and it came up with "playername is in Heroes Ascent," you would know to leave them alone, but if it said "playername is in Droknar's Forge," you might ask them if they want to go do something. You could also integrate this into the player status (away, do not disturb etc.) so it came up with this. Also you could integrate it into the party search system so it told you whatever message they had currently up there.~Sower~ 16:48, 31 May 2008 (UTC)
- This should be show in the guild/friend window among the "also", "joined", "promoted" kind of stuff. Typing the name in the command (some got weird name) dont make thing easyer. --Bob 18:30, 31 May 2008 (UTC)
- Ohhh God no. Can you imagine it if someone was really annoying you or bullying you - they could follow you around EVERYWHERE. There really is nothing wrong with just asking people if they are free.
- Then ignore him, remvoe from your friend list or kick him from your guild. Why do you keep morons around? (bullying, you must be kidding... leurn to say no) --Bob 21:19, 2 June 2008 (UTC)
- Pointless idea tbh, jsut message them and ask what they're doing, if they're busy they don't answer, if not they will, no need to implement something completely unnecesary...~PheNaxKian Talk 21:36, 2 June 2008 (UTC)
- Then ignore him, remvoe from your friend list or kick him from your guild. Why do you keep morons around? (bullying, you must be kidding... leurn to say no) --Bob 21:19, 2 June 2008 (UTC)
Awwww come one, this idea is brilliant! But only in Guild Window, I can see what's up with the bullying thing, I'm sure you're limitted to how many bullies you can have blocked anyways :P Stokoe
I like the idea and hate the idea.. it would be useful tool however there are to many individuals out there who would find a way to abuse it if nothing else for the laugh Gow Czar 14:57, 5 June 2008 (UTC)
The idea could be implemented for people in guild and for mutual friends. Current friends system should be changed so that both parties need to add eachother to their friends list for the whereis to work.
Different Dance Ideas for Races (you may edit)
PLEASE ADD YOUR IDEAS FOR DANCE IDEAS
Male Sylvari: Numa Numa Dance
Female Sylvari:
Male Charr: MC Hammer - Can't Touch This styled dance - Suggestion by Stokoe
Female Charr: Soulja Boy
Male Human: Elvis-esque dances
Female Human:
Male Norn: Dance done by Mike Myers in the first Austin Powers movie, oviously without the stripping.....[2]
Female Norn: Red Sox Jonathan Papelbon dance [3]
Male Asura: Sir fix alot- jump on it [4]
Female Asura: Pop Lock and Drop it! .....
I WANT TO SEE SOUIJA BOY :D, lol that be epic on a male charr, and got to have a dance that make it look like your playing DDR :3--Metal Sazz 23:49, 1 June 2008 (UTC)
That is the most stupidist idea ever.. please rot in hell —The preceding unsigned comment was added by 90.212.160.66 (talk • contribs) at 19:08, June 2, 2008 (UTC).
Nah i don't think I'll do that, thank you for your opinion, tho i won't change my idea cause of it, but you have a nice day :) --Metal Sazz 00:17, 3 June 2008 (UTC)
- If the numa numa dance is a reference to this, than only 1 word, ROFL --MageMontu 21:45, 3 June 2008 (UTC)
- would the dance emote be just different for race and sex, or will it be race/sex/profession. i like the idea of all the profession having there own dance along with race and sex too, i know that might be hell to program, so maybe have it so it races/sex/(melee-caster-range profession), it just add more diversity to the game, --Metal Sazz 17:10, 4 June 2008 (UTC)
- Would be nice if you have 1 dance per race, 1 per profession, and 1 per gender. So you end up with 3 dances to choose from, even though it takes fewer dances to animate than some suggestions above. -- Alaris 17:47, 4 June 2008 (UTC)
- would the dance emote be just different for race and sex, or will it be race/sex/profession. i like the idea of all the profession having there own dance along with race and sex too, i know that might be hell to program, so maybe have it so it races/sex/(melee-caster-range profession), it just add more diversity to the game, --Metal Sazz 17:10, 4 June 2008 (UTC)
- Asura girls could pop lock and drop it don't ya think?(ears will balance them)The Only Warrior 11:11, 8 June 2008 (UTC)
A Few Ideas
I know most of the following ideas have already been said but here they are
1.Mounts Each race has its own mountable mounts which u can mount in a stable or something alike but because mounts go so fast i'd suggest to drop the map travel and just make travelling possible to the big citys or don't drop the map travel and keep the mounts Or u can do races with the mounts like rollerbeetle racing
2.Races I'd Like to see the dwarves as a race in GW2 i know their mostly dead but cant you make a story that the most dwarves hid somewhere more north or east or wherever and they now returned Also the Tengu might be nice to play with although i like dwarves more the tengu still are kinda cool Centaurs would be nice to play with to
3.Titles A death Title if u died 100 times u get "Visitor of Grenth"
4.Aura To get glowing Auras around u which u can buy or get when you finished game or grow bigger depending on your lvl examples of auras Just glowing Thunderschocks Fire
5.Guild Guild Ranks that u can add whenever u want and edit the names of the rankes whenever you want Boat fights(with buyable upgrades like cannons and boats, also u have to pay to repair the boat(s)) 1 who controls the wheel(or whatever the steering device for a boat is called) cannons which players can get in to and fire on the other boat with skills Guild Symbols that u can tatoo on yourself(c 6) Special Guild Weapons
6.Tatoo Tatoos of the guild u are in and ofcourse other things u can tatoo on yourself on different spots(arm, chest,...)
7.Scars Battle Scars which u get after a few battles for the players that don't want scars u can get them taken away by talking to a NPC which u have to give a fee of ...gold to get it away
8.Dyes Multiple areas of your armor can be dyed Same with weapons
9.Basic Armor Basic Armor that u always wear beneath ur protective armor(propbably stupid idea and to much WoW)
10.Voices Voices which u can choose from at the creation of youre char
11.Special abbilities for the races Norn:can change into bear andso Charr:Don't Know anything for these Asura:can crawl into mini underground tunnels/can work good with machines Sylvari:can walk trough nature stuff Human:Don't Know anything for these Dwarven(if they gonna be in the game):can climb Asura Sylvari and Dwarven abbilities are to get to special areas if there arnt going to be Dwarven u can give that abilitie to human or charr
11.Now just a few more things i have to say Add the Dwarven Race Keep the pets only for the rangers Add the Dwarven Race Very good skills system please don't screw it up by making the skills "easyier to understand" Add the Dwarven Race More things to do than just fighting Or just different like in EotN Maybe mining stuff so u can make your own armor or just get the materials but you have to pay to enter the mine Add the Dwarven Race underwatercity's maybe Add the Dwarven Race Night/Day Add the Dwarven Race Longer and Cooler Capes(like the one from AoB) Add the Dwarven Race Aging Add the Dwarven Race Facial Hair Probably said it before but Add the Dwarven Race --Prince Grazel 22:08, 31 May 2008 (UTC)
Scars would be a neat idea, or wounds that heal slowly. The problem is that these aesthetic things make the game more realistic at the cost of excluding players with lower computer specs. If this option could be turned off in the options, it might work, but alot of ideas like this that do not improve the mechanics and just the appearance are detriments to the game, causing it to run slowly and be accessible to less people.
(Narziss 01:10, 2 June 2008 (UTC))
i like the first 11 with asura you can dig tunnels in areas so if your going places that you've already been to you can go in a tunnel to avoid enemys when your underground you'll have a tunnel map showing you a diagram of the whole tunnel and maybe with the asuran cities if you go out a under ground way there is one mega tunnel that keeps branching up until it finnal goes into every one one individidual tunnel when you get so far out . downside can flood and cave in but if you want to travel to an asurian town use the interdemensional gates
Wings?! Cars?! Boats?!
Heres a suggestion..
Instead of walking..,running... Why don't they update it with getting wings,getting cars or boats it'd be totally different and totally cool!
It'd be something new in Guildwars, and something never done IN Guildwars! Just a suggestion. Make if possible
~Supernovagun[Tony]~
Wings and boats maybe but realy no technologie like cars that just sucks. and btw they already said they dont do on those things couse it will be like wow and we keep the outpost travveling. so u could fly else in one time to the last mission on lvl 1. (Prinses Rurik 11:18, 1 June 2008 (HOHF))
Go and play Rose Online Evolution....(User:Dark Runaway)
Not only that but it would be really easy to kill something driving a car. Laserblasto! 19:18, 5 June 2008 (UTC)
Alliance Halls
Maybe I tell things that told here before, but i think nobody has some ideas like this.. First to start Alliances needs to come back, Don't matter of you need Luxon or Kurzick (This is an example, but i mean factions like Luxon or Kurzick, mabey it is Asura Alliance, Human Alliance (when they cannot come with eachother in an guild (hope not)) I hope everybody can join an alliance so that the is no influence of factions. Maybe raise the amount of guilds in an alliance to 15 20 25 or 30... Or make recruiment for an alliance, raise cap with pvp points, money, pve titles maxed (togehter of all guilds) or something else !!!
Now comes my idea of Alliance Halls,, People that now go standard go to their Guild Hall go now to the Alliance Hall,, All members of the alliance go to that Alliance Hall,, there is no option for going to the Guild Hall.. The alliance Hall is an hall with an Long Corridor with Gates, doors, entrance to all guildhalls in the alliance. The Alliance hall is an round hall with many NPC's The Standard NPC what now are in the Guild Halls of GW1 but also an firework master, alcholvendor, Festival Armor (not only headgear) Special Alliance Armor that is created (color and layout) by the alliance. An alliance storage and an auction house minded idea for only alliance members. Alliance Guild Leader and Guild leaders of other guilds can see how many members the guild has, how many are online and how long all members are away ! In alliance also an I Like To Join button to join another guild in alliance. (what is in the alliance stays in the alliance) The abbility to make tournaments 1vs1 2vs2 4vs4 6vs6 8vs8 12vs12... GvG in alliances... Alliance vs Alliance Wars An Hall of Fame of Alliance Members in organised tournaments. An Noteboard where everybody can write on ! Leaders of All Guilds can erase the notes on the board. An eventboard where all events are written down. Abillity to make an Info page about you're guild, for new members that can check how many members there are !!! But also for an alliance an info page. Why these infopages ??? Let's make an NPC or an Board in big city's where people can look at and can choose between guilds an alliances [tabs] then the language Multi, English, French, German, Dutch and go on [Tabs] Then they can see al guilds sorted on members, pve, pvp, pvx and click on them to check the infopages,, when they are intresting they can apply for an invite and wait till accepted ! This also for guild leaders to seek an alliance. In alliance hall give double points for alchol, sweet and party (when these titles come) on several times in an week or month... To make an big party in an alliance Hall... Make from an Alliance an Community and let all members come close to eachother !!! Maybe also an opotunity to acces 1 of an elite area through the alliance hall... NPC can be bought from the alliance storage that makes the change to make NPC expensiver then 100k, everybody can help with get a full alliance hall !!! These boards in big city's to get into new guilds can make an improvment of guild hoppers... Maybe it is then an oppurtunity for guildleaders to click on an option when an member leaves he must wait 2 3 4 5 days till he can join an new guild... Or new members need to pay a fee to leave the guild (this fee comes into the alliance bank) (when this option with paying fee,, new members come first 2 weeks in an try-out session where they can be kicked or leave (for free then) Leaving Fee not to expensive maxed 15k or something... when there is an fusion (maybe an idea to improve fusions???) Automatic all members join the other guild.. or the guild stops the guildleader can close all the options that the people don't need to wait till joining an new guild...
underwear
Two is company
This is something I have been thinking about - wouldn't it be better if some of the game was played in much smaller teams of two or maybe three? This way, each player is truely essential to the team rather than the situation we currently have in GW1 where there are countless teams of ursans running around in chaos, killing everything in sight, not really caring if they live or die as it simply does not matter. Don't get me wrong though, I love the idea of a big fight with huge teams, but it would still be nice to have an area that is truely challenging for the players due to how important each induvidual is to the team, because they are half of the team alone. What do you guys think?--Neyon 15:39, 1 June 2008 (UTC)
nice idea but than there will be a bunch of warrior-monk combos and the other proffesions will be unloved-Bowie
- Maybe, but it all depends on what classes there are going to be in GW2 and how similar they are to those in GW1. And even so, it is better in my opinion to have to have a warrior and a monk work closely together, than to have 2-3 monks healing a rabble of ursans.--Neyon 21:01, 1 June 2008 (UTC)
mobbing would have to be redefined to being killed by 4 or more monsters (PvE wise)--Raph Talky 12:31, 2 June 2008 (UTC)
rather, it would make the game way too hard in later areas--Raph Talky 12:32, 2 June 2008 (UTC)
- Nothing beats a challenge, what really sucks is everyone being able to do absoloutly everything as theres nothing to target yourself for.--Neyon 10:39, 3 June 2008 (UTC)
ok, I'd be fine with this, but there's the issue of people, sure just two sound theoretically great and all, but, two people to take on so much? besides, the group would be easy to kill, get the healer, then get the fighter. paragons would be useless (they better not remove that profession). area heal effects would be useless. dervs wouldn't work as well because they are meant to get rid of mobs and such, but there will not be as many enemies. the high armor for the warrior wouldn't mean as much and everyone would move to sins... Fire magic=not as useful. they'd have to remake A LOT. besides, one thing I liked about guild wars was that you could split up... and push a group from both sides... how can you implement strategy w/ only two people... I'll agree to a buff of some sort when you don't have the max number of people in your party... but no more than that...Zeph 14:43, 5 June 2008 (UTC)
If two is company, and three is a crowd, then what is four? I personaly loved the Last Day Dawns quest, a party fo 4 vs some pretty large mobs. There is a whole element to how you approach a huge mob with so few people. Its like The Deep, your put against masses of enemies that are too large to engage in a normal, warriors charge in and start beating on things while veryone else just attacks thing, with the same kill the healers, kill the nukers, mop up the rest strategy. It doesnt work like that in the Deep. It requires a level of strategy, and cooperation, if any one part of the team faulters, the entire team goes down, or close, or they get nowhere. With a normal team, if the tank(s) go down, no big deal, rez em and everything is good, you loose the tank in the deep and everyone is hosed. The same thing goes for a team of four. you would always end up with a monk, warrior, and two dmg doers or a dmg doer and an MM, sure it doesnt leave much room for variation, but, you have to have a monk, and warriors have the highest dmg, and best defensive skills, and are excelent at absorbing masses of dmg. Its this reason why every great PvE team build relies on a tank or a few absorbing close to, if not all, the dmg. A Monk/Tank build is ineffective, warriors can not protect themselves against large numbers and do effective dmg at the same time, and a three person team doesnt leave room for variation. A four person team allows for strategy, creativity and functionality. They need more missions were a small number of people (said four man group) sneeks behind enemy lines and is send on various missions and such. I personally enjoyed the small four man parties as well as the massive eight and twelve man groups. Small party missions need to come back, but not less than three, preferably four. --Wolf 17:43, 10 June 2008 (UTC)
- They're gonna rework the professions to that they are good for both party and solo play. You also become stronger if you don't bring a companion, so you can choose between large numbers of people or less people. --Sir Bertrand 11:09, 15 June 2008 (UTC)
- I think the point was that we want some missions that REQUIRE you to have a party of 3-4. For me atleast, have the fun of this game is doign it with friends or other intelligent players.--Wolf 16:46, 15 June 2008 (UTC)
GW1 Skills carried over.
Another extra thing that might be cool to have are (assuming some skills from GW1 aren't carried over) the Monster Only skills that the enemies have being skills used in GW1 that are no longer available for GW2. Example: There is no Shadow Form (or a skill that is obviously very similar to it) for players, but certain Assassin bosses or monsters would still have something like the original SF, maybe even a little better since it IS only an AI enemy. |Foul Bane| 16:58, 1 June 2008 (UTC)
Tactician Profession
This profession would add three new skill types to the game: Perries, strategies, and risks. Perries would have an effect of: "Block next projectile, the owner of the projectile will be set on fire for X seconds" or "Block next physical attack, appear directly behind attacker and deal X damage. Attacker loses sight of player." Perries have extremely short duration, and long recharge if unsuccessful, but if successful, they recharge almost instantly. Strategies would be like: "Split Up: All party members deal X more damage if they are not nearby each other" or something similar to the Paragon "stand your ground." Strategies effect all party members, not just the ones in earshot. Risks would be gambles and such like "All or Nothing: Skills have a 50% chance to fail, but if they succeed their effects are doubled. All skills cost twice as much energy."
Outside of Perries, Strategies, and Risks, This new profession might have shouts.
This profession is weaponless, or else will hold a sabre. Sabres may or may not be included on their person, but they would mainly be for show. this profession should deal no damage in combat and should rely on their strategies, perries, and risks to deal damage. The sabre would be like an off-hand item only for energy. As for their true off hand item, they would hold a map to add to their health or something of that sort.
They should have a higher beginning maximum energy (like 40) with four regen on it, and a higher maximum health. I say this only because they deal no physical damage other than by their skills. They should have 60 or 70 armor, and the style should be a mixture between the mesmer and elementalist. Women should be in an old English attire.
the attributes will be simple and may look something like this:
Strategy/wisdom(primary):at every successful perry, strategy, or risk, the tactician gains X energy and X health. Almost all strategies will be in this attribute.
Luck: The success and power (along with drawbacks) of risks will be enhanced with this attribute. intuition: the power of perries increase with this attribute.
wit: This would be their healing attribute with skills like "meditation: you gain X more health at every successful strategy, and strategies cannot be interrupted." or "Mind over matter: you gain X armor and X health regen while deploying strategies or risks"
One of the reasons I'd like to see this carried out is because of the style of play unique to guild wars. The Paragon is by far my favorite profession because they are unique, and the tactician can boast of a new style of gameplay. If chosen as a new profession, I will be happy to help with the creation of it any way I can.
for more information please check out http://wiki.guildwars.com/wiki/User_talk:Zeph#Tactician_Profession ~Zeph~
A thought for Parties during missions...
Lots of times, people leave right in the middle of missions-either because of pc problems, game glitches, or they just up and leave. Either way, I would like to see an option where you can replace the party member who just left, either with a NPC, or another player. I've had this happen so many times to me in GW, and I can't even replace them with my Heroes...
Vandevere
- I actually like this idea... replace the character w/ an exact replica of the player... and then have that person be controlled by another party member as a hero... this ways anyone with a secret build would think twice before leaving because then his build would become seen by all...Zeph 23:01, 1 June 2008 (UTC)
Also, those of us with Heroes could have the option of replacing the absent player with a Hero... Vandevere
Map Transportation
Ok they say that map transport will be added, instead of making it 1 click on map button, make it that you have to be in a town before you can travel. This means you have to be in a safe haven and not in the dangers of the wilderness.
So when your in a town, there will be a teleport portal, walk into it, then click the place on the map you wish to travel.
This is so that you cant just jump out of a battle using map travel, and also adds a flavour of knowing how you got to this next place. Did you fly, walk? NO you teleported. Simple and easy to add, with some meaning and logic added to how you map travel. Because instanly just going is not really logical and makes the game feel disconnected like GW1.
- My only problem w/ this is that certain titles, such as the skill hunter's title track, require you to go deep into a certain required area, and most people, including myself, do not feel like spending all that time returning to the town or outpost just to go to another town to help a friend. usually I am bombarded to help others anyways so finding any time to do any title is hard enough, but without the ability to map travel back the the start area, it would take 2x as long to help anyone...Zeph 22:54, 1 June 2008 (UTC)
I agree that I don't like the meta-game appearance of map teleportation. But instead of removing it, or nerfing it, I think they should make it an ability that takes 10 seconds to cast. Thus, when you choose to move to a town or map marker, you would return to the in-game screen and your character would raise the two fingers on his right hand to his head, and begin to concentrate with the air around him ruffling his clothes as he begins to cast the teleportation. Then after its casts, he vanishes, and then the loading screen comes up (or doesn't come up...if the loading could happen while he was casting the teleportation) and he appears in the target location. (Narziss 01:16, 2 June 2008 (UTC))
Great ideas. I like that Narziss'. Making it a little more .. beleivable would make the game more enjoyable. --Kyrax 03:49, 2 June 2008 (UTC).
- I don't think there's any point in slowing it down with a 10 second activation. They could replace the travel button with the teleport button, give each town and outpost an obvious teleportation destination such as a portal or glowing magical beacon, create a visual effect such as the dark shadow step clouds whenever a character map travels and add NPCs near the destination points in major cities explaining teleportation / map travel. -- Gordon Ecker 04:28, 2 June 2008 (UTC)
- Oh, we already have something in EotN ;) Asura gates and Central Transfer Chamber: like, say, CTC is connected by gates to every major point (cities, guild halls, outposts ect), we can travel to those points by coming through portals in CTC and we have "an artifact" (backlore for "Travel" button ^^) that can instantly teleport us to CTC from anywhere. But thinking of how many outposts could be in GW2 it's almost impossible to imagine a hub that has all destinations... Maybe sub-TC's connected to CTC for each region? Like, "Maguuma TC", "Ascalon TC" and so on. If we have even 20 major regions and 40 points of interest in each it's not so hard to quickly find your way to desired location. Also, Big Big Plus of this like system: some ppl complain about low-levels who go to hi-end locations and fail, this can be cancelled just by adding level restriction to using TC's in certain region. Like, you need to be lvl15+ to be able to use Maguuma TC (comparing to current GW). Of course you can get a runner, but you still won't be able to use the TC there, which means no teleportation in that region except your "artifact" that takes you to CTC. Discuss over this, please, needs thinking. Ratys 19:15, 5 June 2008 (UTC)
- I don't think there is much point in changing the teleport system. The good thing about GW teleporting is that you don't gain anything from teleporting. Any enemies killed respawn, you have to go right back to the place you were before if you were on a quest or something. Stopping fast-travel would just result in people limping slowly back home with a 60% DP if in trouble. I would completely hate it if when failing miserably I could not just quit (losing all progress, naturally) but instead I had to go back to the outpost by running. What if I was in a huge crowd of unbeatable enemies? Besides, this would just result in people quitting to get back to outposts. Michael, 23:11, 11/06/08
Highly interactive environment
I'd like to see a more interactive environment especially with the elements. E.g: A fire elementalist might avtivate a fire skill on a monster (e.g a skill like flare)that the monster dodges. There the grass in that are should catch on fire and spread or burn out to a certain point slowly dealing damage to creatures in the area. If an air elementalist activates and air skill the sand/grass around the area of impact should get blown around, and leaves fly about e.t.c. I also think that you should be able to destroy or move objects obstructing your path, so if theres a tree root in the way of you going a certain direction you should be able to burn it away with a skill like immmolate, with some skills more effective for environments then others. 144.139.119.181 03:40, 2 June 2008 (UTC)
- i like that idea, but the problem with it is that since the game will be all one world, it would be changed too much. once people log on they would have to download all the new destroyed terrain.
Common Goods and Mugging
To start lets add allot of common goods to the game, things like cups, plates, knives, forks cloth, ink, paper etc etc.
These items would have a low sale price on them but be but loads throughout the world that respawn or only say xx amount can be in the world at once kinda thing.
Have all these marked as a database category of 'Common Goods'
Then with the mugging have it so they can mug some gold from you (only what are carrying on you and NOT whats in the bank) based on amount you have there level and your level (that way they don't take it all only a small portion of it) etc and also the common goods and any other basic category.
All Weapons and other loot etc cant be mugged as it would be a different category.
This way we cant get the 'WTF my xxx prized staff got mugged I hate this game' as that cant happen as only common goods could be mugged. 122.109.252.43 04:26, 2 June 2008 (UTC)
thats not going to happen, cause people will still be like "WTF someone stole 5 gold from me, i hate this game" it just doesn't promote a good atmosphere in-game, and stealing is BAD grrr!!!--Metal Sazz 22:30, 2 June 2008 (UTC)
I guess people will still complain about that bits its more the fun having to use banks. and common goods I would like to see anyway make a few thousand common objects that are for decoration etc. 122.109.252.43 05:51, 3 June 2008 (UTC)
- RuNeScApE
- The 'max resources in world', or at least a bad implementation thereof, is what made the UO economy painful back when I played it. Also, I don't imagine that they want to make gathering resource nodes part of gameplay, kinda against their style. Also, mugging, no. --Star Weaver 18:09, 4 June 2008 (UTC)
- I'm against mugging, if you want something work for it. 18:47, 7June, 2008 chevy
New Exlporable Area
- → moved from ArenaNet:Guild Wars 2 suggestions/World
i think, a good exploriable area for gw2 would be the under-water ruined city of orr --The preceding unsigned comment was added by User:213.169.128.51 (talk).
maybe make it into a whole new region. With sea zombies living there....kindav like atlantis or w/e--Raph Talky 12:34, 2 June 2008 (UTC)
I think we should add a haunted tower area.The Cricket --The preceding unsigned comment was added by User:74.173.107.209 (talk).
- Maybe read The Movement of the World before suggesting? --MageMontu 15:57, 5 June 2008 (UTC)
Guild Hall Editor
GW2 for Mac
It would be great for those that use a mac that they can also play gw2. I am planning to buy a macbook pro so it would be great that gw2 works on it whitout forcet to juse bootcamp all the time. —The preceding unsigned comment was added by 87.66.99.23 (talk • contribs) at 18:14, June 2, 2008 (UTC).
lmfao a macbook pro... good luck with that —The preceding unsigned comment was added by 90.212.160.66 (talk • contribs) at 19:07, June 2, 2008 (UTC).
- lol macs are not built for gaming--Neyon 20:03, 2 June 2008 (UTC)
- No computer are build for gaming. A game is no diferent then any other application. In the end it all IO and fliping bits. --Bob 22:00, 2 June 2008 (UTC)
- "No computer are build for gaming". Boy that's stupid. Besides the grammar, can someone correct him for me? Vael Victus 18:56, 4 June 2008 (UTC)
- No computer are build for gaming. A game is no diferent then any other application. In the end it all IO and fliping bits. --Bob 22:00, 2 June 2008 (UTC)
Of course there are computers built for gaming... go to any major computer manufacturing website and they will have sections on gaming computers. Look at Alienware, they produce computers primarily for gaming and entertainment. If they don't make gw2 for Mac, then buy a Windows and learn how to use the OS - Grim id see why not...i mean...alot of computer games are mac adaptable...pretty sure Supreme-commander is. And whats wrong with macbook pros?--Raph Talky 20:32, 2 June 2008 (UTC)
- There is noting worng with apple computer. But so far anet has been taking the lazy path. To avoid paying the microsoft taxe and reboot in bootcamp you can try Guild Wars on CrossOver. It a Wine build that work MacOS just like Wine work on X11. There is a trial version if you willing to give up some privacy. --Bob 22:00, 2 June 2008 (UTC)
- as a mac and pc user, i'd like to see a mac version. The low specs of GW make it playable with the latest Os or Bootcamp. I afraid that's the best you can hope for. Even a console version would bring in SO MANY more players that it isn't even a business choice worth thinking about. I do not expect a console version either, but that's the point. Plaing GW@ on the WII would be great, and get me off my fat behind. but... I'll be outside having a snowball fight with Mephistopheles when that happens, so please wait till i come inside to get warm before you tell me about it. Still... ever notice how optimistic Mac users are? (Monkenstein)
- I also think having GW2 be on more then one platform be a great choice, but other then PC and Mac, I have a hard time seeing a good translation of GW onto a console. Looking at other RPG type games on consoles, there are pretty big differences; especially in interaction with other players. But we can still be optimistic about cross-platform GW2. |Foul Bane| 22:16, 2 June 2008 (UTC)
- If you're buying a mac, you know very well that it's not made to be playing games. And if you don't, you didn't do the research. They're more expensive for less hardware, and aren't typically as customizable as PCs. If you want it so bad, emulate windows. They have Boot Camp now, after all. Vael Victus 18:56, 4 June 2008 (UTC)
Make sure player skill is a true virtue
Really, don't make the game so easy so that every single player, even the most inexperienced has the ability to go into the hardest areas and kill the hardest bosses simply because they have some stupid skill like ursan equipped. Ursan ruined the game for good players as now those items that they used to exclusively be able to get simply because nobody else was good enough are worth almost nothing because any old newbie can go get them in only a few hours of gameplay. Just make sure that the overriding factor in what the player can do is the player's skill, not just some level, skill, form, mount etc.--Neyon 21:05, 2 June 2008 (UTC)
- Don't forget profession. In GW1 PvE an unskilled player with the right profession and build can often be more effective than a skilled player with the wrong profession. -- Gordon Ecker 07:03, 3 June 2008 (UTC)
- That's a given, but build wars should never win over skill. You should be able to take a general balanced build and out-skill all possible opponents. I don't think he's talking about taking a smite monk in and somehow out-skilling a real team. -Auron 07:08, 3 June 2008 (UTC)
- After playing many games, I believe there should be a huge distinction between Pve equippability/stats on items/skills and Pvp items/skills. For pvp, I believe everything should be perfectly balanced and skill based. For pve, I believe it should be unbalanced and based on how much time you invested into getting a certain item to improve your pve character, but that item cannot be used in pvp. But to get that item you have to be skilled to begin with. So therefore, being skilled at pve leads to better gear, which leads to the ability to fight tougher monsters and get even better gear. But pvp should be balanced. (Narziss 01:58, 8 June 2008 (UTC))
- If I wanted unbalanced PvE which rewards heavy grind with mechanical advantages, I'd play some other MMORPG. -- Gordon Ecker 02:24, 8 June 2008 (UTC)
- After playing many games, I believe there should be a huge distinction between Pve equippability/stats on items/skills and Pvp items/skills. For pvp, I believe everything should be perfectly balanced and skill based. For pve, I believe it should be unbalanced and based on how much time you invested into getting a certain item to improve your pve character, but that item cannot be used in pvp. But to get that item you have to be skilled to begin with. So therefore, being skilled at pve leads to better gear, which leads to the ability to fight tougher monsters and get even better gear. But pvp should be balanced. (Narziss 01:58, 8 June 2008 (UTC))
- That's a given, but build wars should never win over skill. You should be able to take a general balanced build and out-skill all possible opponents. I don't think he's talking about taking a smite monk in and somehow out-skilling a real team. -Auron 07:08, 3 June 2008 (UTC)
requirements on weapons and offhands
My suggestion is to have the strengh and power of the requirements on weapons and offhands scale with your attributes like it does with your skills, what i mean is take a Req 9 sword with 15-22 damage, and like normal if you set you sword attribute to 9 and you get that damage from it, but if you put it lower then that, the stat for the damage will decrease according to what the attribute is, like if you put in 7 for sword, then you damage would be like 10-18, or 3 attributes will be 5-10 let say. this will also be the same with focus items and sheilds, having 8 attribute into a req 10 fire focus item thats +12e will give you 9, instead of having the same small amount of energy that doesn't matter if you attribute is 1 or 8, that way you get the amount for what you pay for , that way if you don't want to put in alot of attribute for what item requirement because you feel you don't need that much into it, then you can do that and still be able to use it, of course that max damage will be the same no matter how much points you put into sword as long as it meet the req max stat for it, and the max stat will still be displayed on the weapon, but will be scale down when you deal the damamge, or when its added to you energy bar or armor, my little idea, thought it might be a cool feature to add, tell me what you think--Metal Sazz 00:03, 3 June 2008 (UTC)
Companion Ideas
One thing I would like to see implemented with the companions is the ability for a necromancer to have a zombie as his companion, or for an elementalist to be able to obtain a ruby djinn or something to that effect.TheWoif 00:13, 3 June 2008 (UTC)
Form Skills
I like the avatar skills the dervish has and how they can turn into an avatar of the gods and I think much more can be done with this in guildwars 2, such as allowing all professions to have a form skill. Like Necromancers would have a Form of the Lich or a Skeletal Form, and Elementalists could have a Fire Elemental form and a Form of the Ice Imp or something.TheWoif 00:28, 3 June 2008 (UTC)
- NO FORM SKILLS... that is for dervs only!Zeph 01:32, 3 June 2008 (UTC)
- norns will have there forms, and if there are dervish, then they might have there form too, other then that i don't other races/profession having--Metal Sazz 01:53, 3 June 2008 (UTC)
i got it! forms for every race! just read on:
Norn:Bear, Wolf, Raven, etc.
Asura:Being made of pure chaotic energy (looks like the precursor human thingy from the later scene in Jak 3, only with purple hue and purple lighting, and its in the shape of an asura), They ride a ginatic flying Pegasi made of the same energy (they fly in mid-air, about 5-7 feet above groud, but able to be hit by projectiles and spells)
Human:Kormir *:O*, margonite, but with blue cosmic libs instead of pink-ish, and the have white and silver armor (they are margonites of the true gods, maybe called "Holy Paladins")
Charr:Titans *:O again*, Gigantic charr, surrounded by fire with huge horns and claws, and a 2H sword made from fire and magma
Sylvari:A gigantic form that looks like a cross between melandru and a mighty druid, both a symbol of beauty, and the power of nature itself, A large tornado with lightning streaking across it
--Raph Talky 02:43, 3 June 2008 (UTC)
- i'm sorry but i say no.. forms are for dervishs, like wells are for necros and preparations are for rangers.. each class has a few profession specific skills.
there are no norn dervs yet the have bear form. Besides, we may not even have dervishes in gw2--Raph Talky 02:15, 4 June 2008 (UTC)
I strongly disagree that 'forms are for dervishs'. Did you honestly compare Form of Melandru with a necro well? Really? I think every race should have forms instead of classes, then that removes some of the competition between classes like mentioned above. I think that each class should have a signature, but Forms are too powerful to be exclusive. Sirius 03:28, 4 June 2008 (UTC)Syreas
- I must say... The classes, and the friction between them, that is what makes GW fun! If we just gave an uber awesome skill to every profession at the end of pve, how would anyone prove their skill? GW can have multiple people w/ the same exact build, but it takes a master to play w/ it right. Don't give form skills to all professions! Keep the professions diverse! Its already been mentioned that the individual races will have special skills. I'm pretty sure the norn will already turn into a bear... but honestly, to let every race do some transformation? that would take the fun outta turning into a bear for the norn. it would take the fun outta turning into balthazar for the dervs. just as Paragons have Echoes, Ritualists have weapon spells and Necromancers have wells, Dervs, and apparently norns, have form skills. don't make every class, or race, the same, keep the diversity! Zeph 14:20, 4 June 2008 (UTC)
- norns don't have a form.. that's the thing. it's called Ursan Blessing, it doesn't change your appearance, it changes your skills. forms chance your appearance and give you an added benefit to what you already have.. unless you are talking about the monster only skill.. imo, it's not the same. and yes i honestly did compare "Form of Melandru," or Avatar of Melandru, if you want to use the skills actual name. so what that i did? if every profession gets forms, then why not let every profession have glyph's, echoes, weapon spells, spirits, and so on.. you know what, scratch that! let's make only one profession!.... 97.90.224.38 20:36, 4 June 2008 (UTC)
- So wait a minute? when you have to fight the people to get their blessing from the shrine they do not turn into a bear? I could have sworn that they did... I spose I'm just going mad... I mean I understand why humans cannot change into a bear completely like I thought the norns did... but if the true race didn't turn into bears... then... well... I was wrong... I was 99.9999% sure they did tho... I do understand what he is saying tho... and I agree... giving everyone forms is the same as making the actual professions the same... just isn't as fun... Zeph 00:57, 5 June 2008 (UTC)
- norns don't have a form.. that's the thing. it's called Ursan Blessing, it doesn't change your appearance, it changes your skills. forms chance your appearance and give you an added benefit to what you already have.. unless you are talking about the monster only skill.. imo, it's not the same. and yes i honestly did compare "Form of Melandru," or Avatar of Melandru, if you want to use the skills actual name. so what that i did? if every profession gets forms, then why not let every profession have glyph's, echoes, weapon spells, spirits, and so on.. you know what, scratch that! let's make only one profession!.... 97.90.224.38 20:36, 4 June 2008 (UTC)
@97.90, NORN DO NOT USE URSAN BLESSING they use a monster skill called Bear Form, which gives them health aand a few other bonuses. DONT get those mixed up--Raph Talky 20:04, 6 June 2008 (UTC)
that and forms may be one of the class/race specific traits in gw. Dont compare forms to glyphs or wells or anything like that, thing about them is: most proffession special skill arent tied to there primary attribute!, therefore, most can be used by anyone. The dervish forms however, are tied to mysticiasm, giving everyone else who uses them, 10 seconds out of 120 to be leet in some way. The race forms would most likely be tied to the primary attribute of anyone who has a proffession of that race (i.e an asuran warrior and an asuran elementalist would each have it tied to their primary). Or, power could scale up from level 1 to level 20 (and if there are more levels, it would still peak at 20)--Raph Talky 20:09, 6 June 2008 (UTC)
Let The Dedication of Nice Weapons in Hall of Monuments
It just doesn't make sense to me that i can dedicate a destroyer weapon which is very common, yet i can't dedicate a voltaic spear or astral staff.
- Or Draconic shield ARGGGGGGGHHHHH
- it has been confirmed that some new weapon sets will be able to be added. See the aritlce one Regina Buenaobra's talk page.--Raph Talky 13:37, 3 June 2008 (UTC)
- Exact Link Fox007 14:24, 3 June 2008 (UTC)
also, this post and ones like it should go under this page--Raph Talky 20:12, 6 June 2008 (UTC)
Character getting for GW1 to GW2
I think everyone should be able to bring there characters form GW1 to GW2. because some of us have a awsome character that we think is cool and also you wouldn't have to start all over again on a guy that u already have. . a way you could do this so other people try new profesions is,you have to get a level twenty to beat the game and then do some quest that opens some portal to get from GW2 to GW1 or GW1 to GW2.IT would be really cool if you could do that! (just a suggestion)
(Killerseventeen 02:24, 4 June 2008 (UTC))
1. you double posted, and 2. HoM?--Raph Talky 02:26, 4 June 2008 (UTC)
- Personally, i think its a bad idea. One of the main points of GW2 is that is a all new game not just another extension of GW. Would be nice to have an even playing field and there is no point in entering in the new game, with a old charachter with old skills and old abilities, i would just feel really left out to be honest if i was stuck with an old GW1 charachter.--Neyon 10:35, 4 June 2008 (UTC)
- Though I really love GW gameplay, I must agree. This should be a whole new game... I'm pretty sure the old GW will still be running anyways so...Zeph 14:07, 4 June 2008 (UTC)
- Undead GW1 character hero's ;) Fox007 14:18, 4 June 2008 (UTC)
- It's not going to use the same character system, so it wouldn't make sense anyway. --Amazing Goat 15:22, 4 June 2008 (UTC)
- Undead GW1 character hero's ;) Fox007 14:18, 4 June 2008 (UTC)
- Though I really love GW gameplay, I must agree. This should be a whole new game... I'm pretty sure the old GW will still be running anyways so...Zeph 14:07, 4 June 2008 (UTC)
- Personally, i think its a bad idea. One of the main points of GW2 is that is a all new game not just another extension of GW. Would be nice to have an even playing field and there is no point in entering in the new game, with a old charachter with old skills and old abilities, i would just feel really left out to be honest if i was stuck with an old GW1 charachter.--Neyon 10:35, 4 June 2008 (UTC)
You guys are forgetting the most important fact about GW2...it's set 250 years after the events that took place in EotN. So as far as your current character making it there...unless they make a cryogenic system and freeze them in the HoM and then find a way to bring them back...then yeah, they won't be alive to be IN GW2. You gotta read the facts before you make a suggestion.
It's stupid suggestions like this that put the team off coming to this page... seriously read on gw2 before posting.
Idk about you guys, but I love the way my chars look, so it would love it if i could just drag along their appearances, give them a slightly different name, and call it good. It would still be a whole new char. Besides, aren't our chars supposed ot children or grand childern or something like that of our old chars? idk about you guys, but I'm liek a carbon copy of both my dad and my grandfather when they were my age. --Wolf 16:49, 10 June 2008 (UTC)
beer wine and alchoholo making!!
seriosly though you can buy alcohol and get them form events but why not get some breweries so you can make your own to sell??
oh and on a very important note is gaile actually reading this because I've never seen her sighn any of the suggestions ever.
if gaile makes a comment that might give people the impression that arenanet is looking into whatever change that thread is about and anyways it already takes forever to read all of this stuff so writing comments would only lead to more time being spent listening and reading replies writen by others its an accumalative affect and it never ends once started
Companions
will companions be like little people or whatever race you are kinda like a mini me in austin powers or like a pet sorta thing if its a pet sorta thing guess what the mount problem is solved. You could be able to ride your companion and use it in battle if you don't want a mount you can still fight with it or get a buff so if you do have a mount you don't get that buff like you would without the companion so if you want a mount you pay the price with not having that buff put you do get it as a companion in battle and if you dont want a mount you get a buff. if there are any flaws in this plan tell me also i think companions should be customiziable also you get to pick which one you want (hopefully the'll give you a choice in the beginning of the game of a coulple differant animals that can be your forever companion) by the meaning of customiziable you could change its color size, height, wieght, all that kinda stuff sorta like the same system the'll use on the main character customization that the'll use for companions 69.255.162.201 12:26, 7 June 2008 (UTC)Cabbagepatchman
dont tell me that there is another thread above already on companions i already know and i dont want to change the subject of his thread so i started this one
thanks vael victus 69.255.162.201 12:26, 7 June 2008 (UTC)Cabbagepatchman
Please don't be rude to people. Besides, you need to give some backbone to your insults. If he is the one with the tiny brain, how come he actually remembered to sign his comment? (Unlike some people we know)Blackie ewilson92 21:01, 4 June 2008 (UTC)
From my understanding of companions, they will be like heroes. Which I like perfectly well... what's the point in having a mount anyways? you can move faster? well... maptravel helps w/ that... I still say no mounts... but if the masses have to have a pretty pony to ride on... I suppose it won't hurt... they gotta get off it to fight properly anyways, as the horse will probably have its own build... still I liked the heroes, they were much more reliable than human players, and I think the companion system already thought of will work great...Zeph 14:35, 5 June 2008 (UTC)
Map travel gets you to any city you've been to from anywhere with a mount if you're on a questand its far away from any city you can use your mount/companion to get you there and help you fight and if you don't want a mount right away you'll always have it if you ever want it also i still really want each race to have 2 or 3 race specific companions 69.255.162.201 12:26, 7 June 2008 (UTC)Cabbagepatchman
Different Armor Bonuses
I know there are varying armor levels for the lower levels. In Guild Wars 1, once you get to level twenty, your armor stops adding extra bonuses, such as a high armor level, but there is more expensive armor. I suggest that the armor levels, or some other sort of bonus, should keep increasing to a point, so that one set that costs more is better in more ways than just appearance. Like, you can buy a non-prestige set of Kurzick armor, but you can also buy a set of Elite Kurzick armor that costs much more but is in no way more beneficial than the less costly Kurzick set. The Dervish Pwnzore
but thats how it supposed to be, the elite armor is just for show, it's not suppose to have any more benefits then normal maxed armor, meaning it not really required to get it if you don't want to, that way a lvl 20 with max krytan armor will be at par with another lvl 20 Obsidian, so all they have to rely on is their skill. A lot of people get it for the accomplishment, knowing they were able to do it, others get it for the look of it, either way this is how the game has been, and I hope gw2 will be the same way, rewarding for your skill instead of for your equipment, --Metal Sazz 20:37, 5 June 2008 (UTC)
- Agreed to keep armors for show. I love being able to customize my look. In games like Diablo 2 or Dungeon Siege (or most RPG's out there) I end up wearing anything and using any weapon based on the bonuses, and I often end up with a look that I don't care for. In GW I can look how I wish and be just as effective as anyone else. -- Alaris 21:10, 5 June 2008 (UTC)
Imperative Differences in GW that make it unique
The reason I play Guild Wars is because it's not like a lot of the other MMOs, you have your own world, which means its better for the people that want privacy. The low level cap makes the game more about skill and less about high and low levels. I don't think Anet is taking into account how many people play this game because of the big differences from the other popular games. Making characters swim and jump, adding new races to play, giving pvp more options, that all sounds like a lot of fun. But changing the way the world is set up and how characters develop, kinda just seems like they are trying to make a duplicate game to WoW. The story sounds awesome, I read the huge article about it and I wanted to read more, but I would love to see that story applied to the game we already have, with some minor changes with freshness in mind. It seems like with the non-instanced areas, and the raised level cap, Anet will just have to nerf more and more things because of people taking advantage of the game as they do with WoW. Kinda just makes more sense to leave alone things that already work well. Just my $.02.
- YES, THANKYOU! finally someone understands! only make minor changes...Zeph 14:30, 5 June 2008 (UTC)
- AMEN! Brabbel 19:02, 5 June 2008 (UTC)
- Halleluia!
- AMEN! Brabbel 19:02, 5 June 2008 (UTC)
Replace Elite Skills
I personally think the Elite Skill system should be scrapped in favor of another system. Instead I think there should be a "Buffed Skill" option, where you can choose any one skill to be buffed at any one time. The buff would be the equivilant of adding 2/3 more attribute points for that skill only. Probably add quests so that you have to unlock the right to buff a certain skill, but all skills have the option to be buffed if you do the right quest. 81.154.244.245 07:42, 5 June 2008 (UTC)
If all skills are balanced then this wouldn't pose too much of a problem, but 2/3? Lets say if the norn in GW2 have the same ursan skills as in GW1, Ursan Strike does 150 damage at R10, (which the norn should be anyway) then times by your 2/3 (1.66) and its 249 damage = serious damage, and with a 3second recharge, kaboom. Then i guess they'll have runes on their armor and buffs from other skills. I used ursan as an example because with the norn being a playable race then you can bet your bottom dollar thats what they'll all be using, which will lead to a mob of angry norns (like jedi in SW galaxies.)
- he said add 2 or 3 attribute points, not multiply by 2/3......~PheNaxKian Talk 10:44, 5 June 2008 (UTC)
- elite system suggestion is excellent. Don't fuck with it. -- NUKLEAR IIV 13:22, 5 June 2008 (UTC)
- Just because its a new game doesn't mean EVERYTHING has to change. the elite system stays! all of the elite skills do some sort of action that cannot be done by common skills, and some cannot be upgraded... so, how will your system work then?Zeph 14:28, 5 June 2008 (UTC)
- The "buff by 2/3rds" system would lead to horribly headaches for everyone trying to balance the skills. Not a good idea. --Xeeron 14:37, 5 June 2008 (UTC)
- I think this is an interesting idea, since a players could basically pick the skill that best fits your play style, and buff their favorite skill, instead of the opposite situation where players pick an elite and then build their play style around the one skill selected from maybe a dozen elites. - Elder Angelus 15:21, 5 June 2008 (UTC)
- I also think this idea is pretty good. Having it set to "Add X number of points to skill's attribute" as an elite, rather then specified elite skills might be a good idea. It would be able to follow a relatively simple pattern since it's just adding points to a skill's level, just like skills now. It would add more creativity to build combinations. Other then exploitation by certain skills, (like a super Shadow form or Ursan), there shouldn't be much of a problem with a set up like this. |Foul Bane| 23:32, 5 June 2008 (UTC)
- Where would the fun be? this makes everyone the same... no skill hunting... one person has migrane, and then another has migrane... woot... so much fun. some guy has bleeding spear, the other, bleeding spear advanced... boring... you cannot mis things together, like spear swipe, then anthem of flame, then bleeding spear, then the ELITE extend conditions, and then epidemic... if we just extended other skills... this would not be possible... this takes away nearly all of the fun in GW... keep the elite skills... this would take sooo much AWAY from the game, it would have no fun, as only two or three elites are extensions of other skills anyways. STOP TRYING TO MESS UP GW! THIS LISTING IS FULL OF PEOPLE ATTEMPTING TO MAKE GW BORING. STOP IT! BTW guys, ursan is not a good build anyways, a good echo volven beats them all by a long shot...Zeph 01:33, 6 June 2008 (UTC)
- I don't think THIS LISTING IS FULL OF PEOPLE ATTEMPTING TO MAKE GW BORING is quite accurate. This is just ideas and suggestions for GW2. If the idea is bad, then it won't be used. If it has promise but needs reworked, they can just change it. Each proposal for GW2, iether be it something old or new, is someone's personal opinion. Each person has different playing styles and enjoy different things, so just becuase you don't agree does not mean the idea isn't worth considering or that we are all out to "make Guild Wars boring". Even if the idea sux (it may or may not ). Just pointing out an idea is not bad. |Foul Bane| 03:23, 6 June 2008 (UTC)
- Where would the fun be? this makes everyone the same... no skill hunting... one person has migrane, and then another has migrane... woot... so much fun. some guy has bleeding spear, the other, bleeding spear advanced... boring... you cannot mis things together, like spear swipe, then anthem of flame, then bleeding spear, then the ELITE extend conditions, and then epidemic... if we just extended other skills... this would not be possible... this takes away nearly all of the fun in GW... keep the elite skills... this would take sooo much AWAY from the game, it would have no fun, as only two or three elites are extensions of other skills anyways. STOP TRYING TO MESS UP GW! THIS LISTING IS FULL OF PEOPLE ATTEMPTING TO MAKE GW BORING. STOP IT! BTW guys, ursan is not a good build anyways, a good echo volven beats them all by a long shot...Zeph 01:33, 6 June 2008 (UTC)
- I also think this idea is pretty good. Having it set to "Add X number of points to skill's attribute" as an elite, rather then specified elite skills might be a good idea. It would be able to follow a relatively simple pattern since it's just adding points to a skill's level, just like skills now. It would add more creativity to build combinations. Other then exploitation by certain skills, (like a super Shadow form or Ursan), there shouldn't be much of a problem with a set up like this. |Foul Bane| 23:32, 5 June 2008 (UTC)
- I think this is an interesting idea, since a players could basically pick the skill that best fits your play style, and buff their favorite skill, instead of the opposite situation where players pick an elite and then build their play style around the one skill selected from maybe a dozen elites. - Elder Angelus 15:21, 5 June 2008 (UTC)
- The "buff by 2/3rds" system would lead to horribly headaches for everyone trying to balance the skills. Not a good idea. --Xeeron 14:37, 5 June 2008 (UTC)
- Just because its a new game doesn't mean EVERYTHING has to change. the elite system stays! all of the elite skills do some sort of action that cannot be done by common skills, and some cannot be upgraded... so, how will your system work then?Zeph 14:28, 5 June 2008 (UTC)
- elite system suggestion is excellent. Don't fuck with it. -- NUKLEAR IIV 13:22, 5 June 2008 (UTC)
In a somewhat different form this could work and be creative and fun. If Anet extended the skill bar to 10 slots, you keep your one elite, but you also have the option to still "buff" one skill and have it become a "lesser elite". This would add maybe the effect of 1-2 more att points just for that skill, so skills like Meteor wouldn't go from 112(15 atts) dmg to 200(2/3rds increase), more like 112-126(17 atts) maybe 133(18 atts). Adds a little more umph to it without throwing off balance. To keep it in check, only one "lesser elite" on your bar at once, cannot "buff" and elite and can not be used with the unbuffed version of the skill in your skill bar. It would add a whole new level of complexity and customization and allow you to still have build synergy with your elite, but also use your favorite skill and have it be a tad more beafy, or strengthen the weak link in your build, the possibilities are pretty good. --Wolf 14:54, 10 June 2008 (UTC)
--New Proffesion:Night Stalker---
I think there should a new profession. The night stalker who by using spells can summon shadow weapons with a dururation of how ever many Skill Points are in the time dururation primary only deck. It would also be cool if he could be invisible and be visible again when dururation's up or he attacks or he is sensed by a sniffing creature.THE CRICKET
That seems a little close to assassins(aside from shadow weapons), as well as rogues from WoW, who I believe can turn invisible. This also sounds like Necrid from Soul Calibur II(minus invisibility thing). I think we could do without this prof personally. -Moss Winterglade
nice idea but one thing .... what kind of armor gets the proffesion i think its like the one of assasin... isnt it nicer to upgrade the assasins with shadow weapons ?
Depths of Tyria
Since there is destructible enviroments what if you did enough damage to the ground a hole opened and you could jump down into the depths of tyriaand be able to complete quests differently for example coming up to the surface near our destination or if you have to destroy something destroying the ground underneath it making it fall down and be destroyed —The preceding unsigned comment was added by Ultimate Light (talk • contribs) at 17:01, June 5, 2008 (UTC).
- Maybe an entrance to an elite mission could be added in the hole Brabbel 19:05, 5 June 2008 (UTC)
Suggestion Rant: Rewarding for skill and equipment for looks vs upper hand
Okay, I've been reading these suggestion on this page for the past 2 weeks now, reading about either how people want it to be like other MMO's, or those who want to have it the same. and commenting on a few idea that either would be nice, or wouldn't work. And as i was commenting on one topic about elite armor, it hit me....
Would it really matter what they add to the game as long as they keep the same basic principle they do now.
- Which is rewarding people for skill and having the equipment you use as a luxury but not a necessity. What i really like about the game is that i can take my main character that i have green/gold maxed weapons, elite armor, my main build, hand full of titles, and that have beaten all the campaigns with, and be no more effective then my lvl 20 character that i just got plain maxed armor for with runes and such, a decent white maxed weapon, with the same build, and no it not because i suck so plz do not comment on that >.<
i think that sets GW apart from other MMO's, the fact that all the fancy junk you can get is not needed to have a fun time playing the game, it just there to make your character look good. If the people working on GW2 keep that thought in mind, imo it wouldn't matter what they put in the game, as long as you play well, you get rewarded.
- I look at one of the more popular topics on this page *mounts*, where there are people who say it doesn't belong in gw and those who say it would make it a better game. and i got to think, don't we already have mounts in gw, namely Siege Devourer and Junundu, we call them form, it's different but the idea is the same. And how Anet put these to use i think was well done, and at the same time kept it guild wars.
First With junundu, in the Desolation you have 3 types of areas, a human only area, junundu only area, and area for both, junundu being more powerful, they put a bunch of the toughest creatures in the area in the junundu only path, and tone it down with the numbers for human only path, but still made it a challenge to get through. Then the siege devourer, well they're pretty strong for the area. but the draw back to them keep them in check imo, although i think you shouldn't have them when you rezone, but that my opinion and for another time.
- I think people from both sides would accept these type of mount(forms) in the new guild wars. as long as they keep its balanced, good use of them is rewarded and bad use of them gets you nowhere, and it wouldn't matter if you use them or not.
GW is already becoming a game where equipment is worth more then skill, namely consumables and pve only skills, which make the game too easy so anyone and their dog can get through an elite areas with little effort. thats not a direction i think alot of people would like the pve end of the game to be like. i think the fact that you can grind for X amount of hours to have an upper hand on most people is not good for the game, i do think that grinding for X amount of hour to look better(but not any more effective) then most people the what gw is about.
- Take titles in pve for example, there are the title that you maxed which just makes you look good having it part of your name and a shiny trophy in HOM(Cartographer, Guardian, Vanquisher), and there are titles that do all that plus improve certain skills to make pve easier (Norn, Luxon/Kurs, Sunspear), and these title i think should be left out of the new gw, or have it so either A) the skills don't have a big impact on gameplay, as it does now (you know which skills im talking about) or B) dump the skill for the title tracks and add something for player to want to get, but doesn't give them the upper hand, i like how the Fame title track reward is done and would like it to see it for the pve reputation title track.
I think thats all that i have to say about this, To sum it up basically keep the idea of skill over amount of time playing a factor, reward for good play, and don't cater to bad play. I said a lot on this i know, but it is what i feel should be considered when this game is being made, of course i realize that people might not see it this way, but i thank you if you took the time to read this and comment what you think, good or bad :)--Metal Sazz 23:03, 5 June 2008 (UTC)
Nicely put Metal Sazz i think Anet should find away to keep skill above equiptment like by finding away to make your skill limit your equiptment like they should have limits on your weapons for damage dependant upon your level LV 1- LV 5 weapons can only do x amount of damage or do what WoW did put level restricitions or possobly make it like thisalong with everything i said before you must have some many skill points in 2 of these 6 skills so therefore on equiptment you'll have to learn how to play the game in order to get good weapons and armour Cabbagepatchman 23:12, 6 June 2008 (UTC)Cabbagepatchman
Okay. Welcome to real life. WoW has 10 million players SUBSCRIBED, and GW had like 5 million copies PURCHASED, not even playing, just, purchased. WoW rewards you for time spent, GW doesn't. Do you see a pattern here? People don't play MMO's to get headshots. Ultimately you need to find a balance, and if GW is like it is right now, fuck that. There's no way I'm spending 1,200 hours of my life for worthless looks. Enjoy your stupid armor no one else gives a damn about except you. Vael Victus 15:04, 8 June 2008 (UTC)
- You have a lot of dedicated players dedicated to GW's idea of skill>grind. In many ways, ANet are trying to expand their market to include a broader MMO audience, like those who like races & persistance (I for one welcome these changes). But it shouldn't be seen as a competition. Blizzard has a long history behind it, whereas ANet is fairly recent. GW is casual-friendly, whereas WoW demands a level of commitment. I'm betting though that with GW comes the slow death of the subscription model, and with GW2 we'll see a smaller divide between GW2 and WoW player populations. -- Alaris 17:11, 8 June 2008 (UTC)
i never said race or persistance is a bad thing,...kind of looking forward to seeing how anet puts it in it, , And im sry, but i don't want to spent 1200 hours to max out my character and play effectively, and im pretty sure there are many people who would spent a long time getting the look they want over being able to fight on par with people, not just me.--Metal Sazz 18:56, 8 June 2008 (UTC)
Naga as a Playable Race
Really, I just want to see probably my favorite race as a playable one. Perhaps they could be added in a campaign or mini-campaign(if not added directly to the game)kind of like the two proffessions being added to each campaign(with the exception on EotN). Maybe it could be a factions based campaign adding the tengu and Naga as playable races as you help the two races rebel to claim their right to live in their homeland of Cantha after being exiled. Hopefully, some of you have my back on this one! - Moss Winterglade (June 5 2008, 8:47 PM PST)
i think alot of people would love to play as a tengu, i know i would, naga too, they be great to have for faction, --Metal Sazz 13:12, 6 June 2008 (UTC)
- Maybe they'll be playable in the Factions expansion. Would be a good thing to add. Maybe Heket and Centaurs in the Nightfall expansion (of GW2 of course). 145.94.74.23 13:37, 6 June 2008 (UTC)
good idea, two new races per expansion. For Factions:Tengu and Naga, a Nightfall equivalen expansion:Heket and Centautrs. Hmmm...--Raph Talky 14:22, 6 June 2008 (UTC)
For NF i was more thinking of centaurs and undead (you know being part of Palawo Joko army)--Metal Sazz 13:55, 7 June 2008 (UTC)
- ummm i m pretty sure that they said that the new emperor of canthan drove all non-human race out, and i m pretty sure that includes tengu and naga.
Emote Sounds
I was playing around with the emotes on Guild Wars, and I must say, they are incredibly boring! Whoever programmed the emotes must have been a mime or something, no offense. Anyways, I think having sounds played when someone does an emote would be nice. It is a fact that people can get a little crazy with emotes in Guild Wars when they're bored and whatnot. Perhaps, they can put some sort of a timer to prevent sound lag when people spam every emote in the book. If that's still too much for the older model users, maybe an "Emote Sound Off" option would do the trick. Not sure if anyone has gotten to this suggestion yet, but it is a very long page and I may have missed it while skimming over the contents (sorry). Anyways, tell me what you all think. I'd love to hear the input :D 76.240.199.123 04:39, 6 June 2008 (UTC)
I must disagree with you m8,sorry,but having emotes with sound makes it awfull. Honestly. I watched Lineage II video with emotes and WoW too,I really don't like it(looks retarded).77.46.220.38 11:28, 8 June 2008 (UTC)
They don't all need sound, I played Lineage II for a while, and I realy liked some of the sounds that had. It would ne nice when i do /laugh, I can actualy here my character giggle or raor with laughter as soem look like their doing. It would make things seem a little more lively. I would say no sound for insturments, leave it to the player to imagine what they are playing. Not all emotes would require or should have sound, just a few. If sounds were added, it would require a sound on/off option for emotes. --Wolf 14:35, 10 June 2008 (UTC)
Paragon
Personally, I like the idea of the Paragon class a lot. The combination of a (physical) damage dealer/party supporter has always been one of my favorite choice for a class. Sadly, the Paragon suffers from a number of balance problems and I seriously doubt the class will make it into GW2. So here is my suggestion on how he might be balanced in GW1, in the hope that you might consider adding him to GW2.
~Lower the Paragon's armor to 70. ~Lower spear damage to 12-25. ~Make Leadership lower energy costs of chants/shouts, instead of energy gain to avoid abuse.
These few changes might balance the class as a whole in such a way that the skills can be buffed again. The idea of the paragon is ok, it is the combination of things that causes imbalances. A ranged damage dealer that also supports a party and has the same armor and damage as a warrior is likely overpowered, but the tactics warrior with skills like Watch Yourself never was. Turn the Paragon into a ranged version of that tactics warrior, with a little less damage and a little less armor, and you have a balanced class. 145.94.74.23 13:32, 6 June 2008 (UTC)
- I would want to see it combined with ranger. Give the ranger spears, bows and maybe crossbows as weapons and as additional attributes there could be the party buff/heal skills. For the part of the ranger that would get lost (pet & nature) there could be an all new profession or a combination with another profession.Brabbel 20:36, 10 June 2008 (UTC)
Inscriptions/Weapon mods
In Gw most of the inscriptions/weapon mods are quite boring such as the barbed mods why dont they just have a chance of bleeding instead of increasing the amount it will bleed. Ultimate Light 17:12, 6 June 2008 (UTC)
Transformations
You should have a chance to turn into a vampire or werewolf or something which could sort of tie in with the races or for example if you were a norn you could get corrupted and turn into a norn bearUltimate Light 17:12, 6 June 2008 (UTC)
- If you want transformations at least make something more inventive than vampires and werewolves those are overused in too many games already!
- i think hes giving them as examples, fail. Also, sign with four tildes please (~)--Raph Talky 14:45, 9 June 2008 (UTC)
- Norn will get stuff like Bear Forms, there is even information released about which forms you can use (Bear, Owl, Ox, Raven, Wolf and Wurm). We don't know anything about other races and shapeshifts. --Sir Bertrand 10:24, 15 June 2008 (UTC)
- Sorry, something went wrong with the link. --Sir Bertrand 10:26, 15 June 2008 (UTC)
- Norn will get stuff like Bear Forms, there is even information released about which forms you can use (Bear, Owl, Ox, Raven, Wolf and Wurm). We don't know anything about other races and shapeshifts. --Sir Bertrand 10:24, 15 June 2008 (UTC)
- i think hes giving them as examples, fail. Also, sign with four tildes please (~)--Raph Talky 14:45, 9 June 2008 (UTC)
knockback
Since there will be a z-axis in GW2 you should be able to knock people backwards so for example if your opponent was on a cliff you would be able to push them off and do fall damage Ultimate Light 17:21, 6 June 2008 (UTC)
- I like.
- and i like when people sign with four tildes (~). But this looks like a good idea. Only problem is though, what if they fall off the edge of a mountain? My Solution: As height increases, make it harder to fall off the edge (i.e a "randomly" placed natural edge that give defense against falling). If they do fall, they take massive, and i mean MASSIVE! damage! They fall off a mountain edge and get dealt 137 damage. The attacker slides down the mountain (with help of the z-axis) and continues. When one person gets out alive, they press a keyboard command (if they are the human player) and scale back up. This would be a pve only feature, except for one pvp event:Cliff Duels
- and i like when people sign with four tildes (~). But this looks like a good idea. Only problem is though, what if they fall off the edge of a mountain? My Solution: As height increases, make it harder to fall off the edge (i.e a "randomly" placed natural edge that give defense against falling). If they do fall, they take massive, and i mean MASSIVE! damage! They fall off a mountain edge and get dealt 137 damage. The attacker slides down the mountain (with help of the z-axis) and continues. When one person gets out alive, they press a keyboard command (if they are the human player) and scale back up. This would be a pve only feature, except for one pvp event:Cliff Duels
Cliff dueling is a 1v1 pvp event in which two people of any race or class go mono a mono on top of a cliff or mountain. There would be a coin toss in which the challenger flipped and the challenged person would call the side (Balthazar for heads, Menzies for tails?). The winner gets to choose from over 15 different maps, based on what region the challenge was made in. Then, they have a duel. They can duel as normal, only there are many objects which they could fall, slip, be stabbed, or burn on, (once again, based on the map). These would be like the traps and ring outs in mortal combat, only they deal a small to large amount of damage instead of brutally killing them like Jason Vorhees. There will be what is known as a "Death Pit" which if someone falls into they take 300 damage (or equivalent). The side for the pit will be indicated by a solid gold railing, which is extremely hard to break (the person would have to be knocked into it at least 7 times, then get knocked at the edge once more)--Raph Talky 00:29, 9 June 2008 (UTC)
Knockback is good, but whole duels dont need to be based around it. --Wolf 14:29, 10 June 2008 (UTC)
costomiaziable weapons
wouldn't it be cool if you could go to a forgery pay a couple gold a make a sword and depending on the materials you use and your forgery skills the more dame the weapon does(every time you forge something your skill increases for forgery)first you could pour 10 lbs. of melted steel into a the pre-made mold you made earlier if you want your sword or weapon to be stronger and more durible make 2 or 3 molds and melt them all together to make the weopon stronger. just for looks you could melt some gold and put a golden design on your sword or whatever. you wouldn't go there for bows but there would be a place for bows following the same concept and depending on the lenght and weight of your sword it would either 1 handed or 2 handed Cabbagepatchman 18:51, 6 June 2008 (UTC)Cabbagepatchman
also maybe you could get some of the materials enchanted to do fire damage, water damage, or any other type of elemental damage so when the sword is done it can do some fire damage or some water damage or even both but you would probably have to pay some guy there to enchant the things Cabbagepatchman 22:58, 6 June 2008 (UTC)Cabbagepatchman
Lore vs. Equality
will norn be equal to an asura during battle or will a norn be just a little bit more over-powering in battle i can see a level 20 norn warrior beinga bit stronger than a level 20 asura warrior in combat but i don't think i would be fair if one blow from the norn would do enough damage to kill the asura in 2 more strikes also wouldn't it be cool if you saw an asura with a sword the size of itself gettin at it with a norn and maybe they could use their racial traits to help them in battle like an asura won't be super strong but it'll be smart fat and agile compare to the huge clumsy norn. if the norn was an elementist or a mesmer it could use its viking shapeshifting ability to help with spells not as vulnaruble cus your a huge bear castin a spell not a tiny person. also since they're bigger they could have more stanima whil casting a spell so they wait less time to recover after a spell Cabbagepatchman 00:08, 7 June 2008 (UTC)Cabbagepatchman
GvG / HoH for random pick up groups
GvG needs to be made more accessible to casual players and have the set-up time reduced. There should be a mode like GvG, but the team build is pre-defined by ANet (changes every month maybe). All the player would need to do, is select the class build/s he would prefer to play from this months team build. The system will then randomly match him with other players, and the GvG will play out as a mirror match of the team build vs team build. Help players learn what they need to do in their role by rewarding them for fulfilling tasks for that role (give points to the player for capturing the flag when you are the runner, etc).
- No. The GvG is meant for people with guilds. People without guilds,they have a 95% chance of sucking and fucking up gvg games. Don't fuck with gvg system. -- NUKLEAR IIV 17:17, 7 June 2008 (UTC)
- I put forth my full support behind this idea just because I know it's going to piss a lot of people off for a lot of very good reasons. --Jette 22:25, 9 June 2008 (UTC)
- No, players in this mode will NOT be matched against guilds. They will only be matched against other players in this mode. The intention is to introduce new players to the GvG format, with less set up time and no experience required. This would have a similar relation ship to 'real' GvG, that Random Arenas has to Team Arenas.
- I think its a great idea, however, if people would get monk as profession while they wanted ele they could just ragequit and the team is down 1 monk. That would seriously ruin this.Brabbel 20:41, 10 June 2008 (UTC)
- No, players in this mode will NOT be matched against guilds. They will only be matched against other players in this mode. The intention is to introduce new players to the GvG format, with less set up time and no experience required. This would have a similar relation ship to 'real' GvG, that Random Arenas has to Team Arenas.
- I put forth my full support behind this idea just because I know it's going to piss a lot of people off for a lot of very good reasons. --Jette 22:25, 9 June 2008 (UTC)
Alarm
When you attack an enemy say a corsair the group could alert all the other corsair within a certain range and then the other groups would start looking for you Ultimate Light 10:43, 7 June 2008 (UTC)
- You want attacking a single monster to draw whole map to your location? That would be fun for farmers who need never to move again, but not the rest of us. Biz 08:24, 8 June 2008 (UTC)
How to make guild wars 2 guild wars 2 not a free wow
i made this thread so people can list what they didn't like about wow or any other mmorpg so then if people try to come up with ideas to make guild wars 2 a better game will know not to post stuff that made wow or any other mmorpg a crappy game rather to see what they did wrong and use their mistake or similarities with most mmorpgs to make guild wars diverse and unique. I've also noticed how many of you guys were mad about it being a persistent world but i think i know how anet can make it a good thing. they could come up with some like emrgency quest system like a gur runs into town yelling the neighboring city is being attacked by a dragon so everybody signs up for that quest and off they go. when you get there people will get differant quests like you well the dragon destroyed the east wall and tons of enemeys are pouring in fend them off while the workmen repair the wall. if you and the other people you were with complete that quest you all will get paid like a silver or 2 but some villagers will come up to you and to express their gratitude they'll give you a sword or some armour or maybe a belt pouch with a silver in it and if the dragon isn't dead yet you could join in on the fun by killing it and looting it for some fire and air resistant hide which can be used to make armour and once again the villagers will repay you with gifts and money and then you can go back home and resume whatever you were doing 69.255.162.201 15:20, 7 June 2008 (UTC)Cabbagepatchman
- Keep looks customizable & keep grind minimal. I like being able to buy myself an armor based on looks (not stats), and then not have to constantly buy/find new pieces to keep up. I like buying other armors because they look cool, not out of necessity. PS: WoW has lots to offer, except that GW is closer to my ideals for gaming (i.e. fun > grind). Also, keep the concept of builds, and ability to change easily. -- Alaris 16:51, 8 June 2008 (UTC)
Catching Online Money Buyers
Java / Psudocode: Trade.Offered = 100k \\Seller Trade.Received = Starter Dagger (0 Gold) \\Buyer
If(Trade.Offered()/Trade.Received()>1000) ( If(TradeOffered.GetPlayerSuspectTimes()>2) (Ban(TradeOffered.GetPlayer()); Suspend(TradeReceived.GetPlayer();) SendEmailToAdmin(Console.GetString()); Else IncrementSuspectTimes(TradeOffered.Getplayer()) )
Something like that should stop buying gold fairly quickly
- Heh, yeah, ban/suspend every single player who Ever given something to anyone. Besides... ingame price of "rare" items are hardly more then 300 coins, so you will be banning every one with this genius script. Fail, do again, do better. Biz 07:35, 8 June 2008 (UTC)
- IMO the best method would be to use a number of filters to flag suspicious accounts (frequent large trades, similar IP to other banned or flagged accounts etc.), then manually scrutinize them, with priority given to the most suspicious accounts. Once they have positively identified a gold seller account, they can examine its' history to find gold buyers and gold farming bots. Positively identified bot accounts can also be used to identify gold sellers. And I'm pretty sure they already do so. They could also implement some form of trade lock feature so that instead of blocking suspected RMT accounts as a precaution until everything is cleared up, they could just lock them out of trade. -- Gordon Ecker 08:21, 8 June 2008 (UTC)
- Not to mention that you will hit the community hard, with contest and prize winners / givers getting the ban hammer, as with any person helping a friend / guildy, or moving money across accounts. You need to be smarter than that to catch them, without negative consequences. -- Alaris 16:54, 8 June 2008 (UTC)
- I'm gonna get yelled at for this one, and I sorta disagree with it myself, but hey, here's an idea: why go to all that trouble when you can just make an in-game store option for $9.99=100K? Instant delivery, and the professional farmers can go back to starving in east Asia or wherever. --Jette 22:24, 9 June 2008 (UTC)
- Whole point of battling the bots is making sure that normal players dont need to spend 10$ each time they buy a new chaos axe. Anet selling ingame cash will not remove bots, they will just lower their prices and keep on going, it will how ever make sure that everything in the game will be 10 times more expensive. Biz 11:23, 11 June 2008 (UTC)
- I'm gonna get yelled at for this one, and I sorta disagree with it myself, but hey, here's an idea: why go to all that trouble when you can just make an in-game store option for $9.99=100K? Instant delivery, and the professional farmers can go back to starving in east Asia or wherever. --Jette 22:24, 9 June 2008 (UTC)
- Not to mention that you will hit the community hard, with contest and prize winners / givers getting the ban hammer, as with any person helping a friend / guildy, or moving money across accounts. You need to be smarter than that to catch them, without negative consequences. -- Alaris 16:54, 8 June 2008 (UTC)
- IMO the best method would be to use a number of filters to flag suspicious accounts (frequent large trades, similar IP to other banned or flagged accounts etc.), then manually scrutinize them, with priority given to the most suspicious accounts. Once they have positively identified a gold seller account, they can examine its' history to find gold buyers and gold farming bots. Positively identified bot accounts can also be used to identify gold sellers. And I'm pretty sure they already do so. They could also implement some form of trade lock feature so that instead of blocking suspected RMT accounts as a precaution until everything is cleared up, they could just lock them out of trade. -- Gordon Ecker 08:21, 8 June 2008 (UTC)
My Ideas For GW 2
I have a lot of great ideas for GW 2!
- Appearance-i would like to see more custimization in character creation, such as being able to custimoze your hair color,the option to thicken your hair,thin it,make it lonegr or shorter(some should go with beards) Also being able to morph your face 2 the way u want 2 and your body. Ive read some previous posts and i like the idea about character expressions, the more you fight the battered and bloodied you get, but it shouldnt change much from your original character, youll just look more weathered.
- Cutscenes- i've always hated the cutscenes in gw. They have bad voice acting and they USE THE SAME ENGINE AS THE GAME! Do cool cutscenes in FMV or CGI, showing more in depth graphics and cooler scenarios that carry the story quicker. And also get better voice actors!
- Guilds- It would be cool to have a fully customizable guild hall(i know its been suggested before). And not just a cape to sport guild emblem(I KNOW ALRDY BEEN SUGGESTED!) Capes should still b an option, but others like a brooch,necklace,bandanna, and even tabards like in WoW but distinctly GW.
- Houses-(I KNOW!!!!) Itd be cool to have houses in GW, but not like in other MMOS. You could build a house, and customize it, but when u got more money, you could build another, and maybe sell it, sorta like real estate but not stupid like in other MMOS. If you got enough money you could build a whole village, and invite ppl to live in it, and they could pay rent to live there. But if there was somone ion your guild they woulodnt have 2 pay rent to live there, and you could even build a city for your guild, and get merchant shops for NPCS and stuff, and even with GvG,VgV,or CvC, once your village or city got big enough.
But there could be a max of 100 buildings and once you got that it vcould be put on the map as a player made city, and you could warp there! - Weather and Seasons- Those are a must! Itd be cool to have an epic battle in the rain with a boss, and your clothes and hair would get weat and youd have raindrops on your arms and stuff. And if it was hot out, your char would start to sweat and walk and fight slower. And if it was spring thered be flowers blooming everywhere and the trees starting to bud, and summer itd be relly hot out, fall the trees would b orange, and winter it would snow, and the season would depend on what server u were on like hemisphere wise. And youd have to buy armor to fit the season. Like if it was winter you would have to buy warm armor or youd get frostbite or die. And summer youd have to buy lightweight armor or else youd get heatstroke. And if you had long hair in summer youd sweat more and walk and fight slower, while short would weat less.
- Realism- I always hated it with my derv when i sliced somone with my pwning scythe the wouldnt rlly get affected by it. They should add where you can actually see your weapon hitting the enemy and actually getting affected by it. A rip here or there, a little bit of blood would be good too, not too much tho, and as there HP decresed they fought less efficiently and walked slower until that last blow where they scream in agony and fall down dead. Also if you block a hit, show the swords clashing or the shiield hitting the sword, and if u werent a war you could roll out of the way or dash away. Just make more real.
- Music- This is my last category. Ive always hated the music in gw. Thye need to use music to match the mood. Like if your in an epic battle, with rain pouring down and lightining striking in the distance, do u want the title music? NO! You want epic music! Horns blasted, drums beating violins tearing st their strings, holy choirs chanting. Thatd be awsome. But if you in a town doing nothing title music okay. And like if you went to a deserted, barren place, youd want lonely music, wind blowing, making it fell like an overall tone of isolation and loneliness, with quiet, holy choirs, maybe a piano chord here and there. Anf if youre running through the jungle, you need trible drums and chants, and a horn blast here and there. Just match music with mood A Net
Thats all ideas i have for now. Enjoy!--Black Hawk Scythe 22:32, 7 June 2008 (UTC)
- Appearance -Right now.. there are some 10-20 presets for hair, face, skin, eyes. thats some 5 values exept armor you got to download for Every single player u meet. Imagine now your suggestion, you have Mass Effect style face customization, if you get to an outpost with more then 10 people every one will be running around faceless for at least 5 minutes, Very fun. Then Armor would need to be acctualy sitting on your skin not to be modeled on a uniform bodyshape.
- Cutscenes - whole point of cut scenes is to have Your character in it, I don't care for some generic warrior or generic caster apearing with my name on it, I want my character. Prerendered cuts are an option when you have games with no apearence changes in a MMO this isnt the case.
- Weather and Seasons - really? you want to be running around with several different armor sets Just so you can look better under weather? Its fine if weather would be a as a single map thing, effect that doesnt effect the gameplay, nor presents an oportunity for weat body armor contest -.-
- Realism -you really want realism? go swing a scythe at a rock, rock will "pwnin" your "pwning" scythe. For that matter, go beg MPAA for the game not to be rated M becouse of the Gore every single strike will present. Biz 08:01, 8 June 2008 (UTC)
- Apperance -- You only need to download additional appearances once (unless you get a new .dat). There are now dozens of MMOs that offer much more customisation options that what GW offers. Don't exaggerate the effect.
- Cutscenes -- There's one important reason why most of the in-game cutscenes of most games do not use FMVs: money. It costs money to make them, and seeing that we're not paying ArenaNet monthly, they have a good reason not to splurge too much on videos.
- Weather, realism, and sound -- These are actually fine, but do try to keep expectations realistic for the developers. Effects don't simply happen by adding a couple of lines of code here and there. Collision detection, the resources, and the sync will eat up developer and processing time needlessly for what amounts to only eye candy. -- ab.er.rant 14:58, 8 June 2008 (UTC)
Create an option for an automatic full update
With GW, I have created a shortcut with the "-image" switch added to the command line. I have also told windows to run my gw updater on a schedule. Many players do exactly the same thing in order to decrease load times between instances. This automatic full update is not tough to set up, but some players are less computer savvy than many of those visiting this wiki. My suggestion is to include an option for this setup in the game so that everyone will be aware of it as a possibility and be able to do it without any difficulty. I know this is less of an issue with GW2 because of the largely persistent world, but anywhere there are instances there will be unpacking and loading. There will probably be delays logging into the game too whenever new content is added to the persistent world. Therefore, an updater shortcut should be in the GW2 folder in the menu when gw2 installs. I also suggest an option in the game to schedule full updates that download all new content and unpack it.
Thanks! 98.209.154.40 06:14, 8 June 2008 (UTC)
- You know, this option is more of a means for troubleshooting for few induviduals, not a means for Anet to kill all their bandwith once its used by every single player who needs to load new update. Biz 07:26, 8 June 2008 (UTC)
- New installation could add gw.exe -image as a windows menu entry. Adding that menu short cut is the first thing i do after instaling gw. --Bob 23:13, 9 June 2008 (UTC)
- Only to be followed by 1million emails to support saying "Why is my teh guildwars no start after update?" Biz 16:40, 12 June 2008 (UTC)
- I doubt they have a bandwidth problem, as thousands of users full update upon download. More people do it then you think. And they would all need to pretty much full upload as they play anyway. It would stop all the complaints about load times. And I'm sure he didn't mean use the current image method if it was the default. Probably around the lines of full image followed by play. I wouldn't mind it, as I run the image through the run dialog right now. --Kairu 23:15, 3 July 2008 (UTC)
- Only to be followed by 1million emails to support saying "Why is my teh guildwars no start after update?" Biz 16:40, 12 June 2008 (UTC)
An in-game email system
Being able to send in-game mail to our friends when they aren't online would be a nice addition.
98.209.154.40 06:29, 8 June 2008 (UTC)
- wouldnt you need a spam box? The Only Warrior 11:25, 8 June 2008 (UTC)
- Look through the archives before posting something. THIS HAS BEEN SUGGESTED BEFORE. -- NUKLEAR IIV 12:56, 8 June 2008 (UTC)
- Nearly everything on this page has been posted at least twice... Ctrl+F is your friend . The Cabal Stalk Me! 17:32, 8 June 2008 (UTC)
- Alt + F4 is my friend. -- NUKLEAR IIV 15:21, 9 June 2008 (UTC)
- Yes, everyone go read through approximately 15 pages around 20 paper pages long to see if your idea has been referenced before! I can understand not reading the archives. I usually only get annoyed when they don't bother reading the current page. --Kairu 23:19, 3 July 2008 (UTC)
- Alt + F4 is my friend. -- NUKLEAR IIV 15:21, 9 June 2008 (UTC)
- Nearly everything on this page has been posted at least twice... Ctrl+F is your friend . The Cabal Stalk Me! 17:32, 8 June 2008 (UTC)
- Look through the archives before posting something. THIS HAS BEEN SUGGESTED BEFORE. -- NUKLEAR IIV 12:56, 8 June 2008 (UTC)
If it ain't broken don't fix it. If it's broken make a new one.
Please forgive me but i will be using GW 1 as example alot.
First: Let's see the levels. Yes level 20 does seem a bit low at 1st glance , but when you think about it it's proportional. A level 20 character in GW is equal to a level 70 ( or 80 , dunno anymore) in WoW. Also it brings a degree of balance to the game unlike wow where you need to be the max level in any given arena to make a diffrense , in GW you're competetive the moment you reach level 20 ( about a week of casual play is enough i think). On top of that it allows you to do the fun stuff ingame. Go to all the interesting areas & play pvp at your leasure. In WoW however it's always grind for level & equipment. On the topic of equipment the system in GW is very balanced. That guy with the black Obsidian armor is not in any way more competetive then a guy with an avrage 1k. Same goes for weapons. With Nightfall the rift between some1 who farmed for months to get some nice skin green is gone as you can create a exact stat replica of any Green weapon.
Second: The races. While i wish Anet used the old races ( Tengu , Centaurs , Charr (...I know)) i'll live with the new guys. However there MUST NOT be any kind of racial benefits. You might say some little once won't hurt but that's delusional. Let's say Asura get a tiny bit of more energy & a slight decrease in casting...BAM most on the casters will go Asura.Why not Norn have greater strenght or health? BAM all warriors & the likes go Norns. Races should just be for skin. I want to be a sylvari warrior in full platemail armor beating the crap out of Norns with a huge hammer ( I really want to , & i don't see anything wrong with it. If anything it'll be a laugh).
There are many requests for maunts. But i want them to be balanced. For example: You take more damage while on maunt ( Let's face it you can't dodge,parry,block,brace for anything easy if at all.)If your maunt is : Crippled , Dazed , Stuned or anything like that , you fall from it & are Dazed / Stuned & take some dmg. While thi will make maunts useless , there's a solution.Make all maunts get speed bonus while on the main road in a given area & there should be little or no Mobs on that road ( however make it long) That all balance running. Also make maunts easly purchased ( How much does it cost to buy a damn mule in the village you just saved?).
Third: The atribute system is great. Can't see anything wrong with it. But i want a bit of realism. I watch the train dummies in the Isle of the Nameless & i wonder why are they there? For the realism make skills gain power the more you use them. For example an ele who played with earth magic up to level 20 will get much greater effects from his spells then the level 20 who just learned them. To prevent abuse with diffrent elemental spells ( Tenai's wind+Aftershock+Starburst)the atunements should come in to play. Not simply give you energy for spells of the given element but also some skill bonus at the same time sapping the benefit from other elements( you will only be allowed one atument at a time). For builds that want several elements Elemental atument ( or GW 2 equivalent) comes into play. Giving small skill bonus & very little energy to compensate for the combos you can unleash. Same goes for warrior's weapons they however are held in check by the difficulcy to swap weapons in combat. So with this you ll actualy need to spend some time working on your build & practicing it before combat.
Along the theme of skills i saw requests for 10 skill slots , even 2 elites. That's a nightmare to balance. Imagine you avrage SF ele. Now give him Elemental atument. I can asure you that will make max rank ursans look like bone minnions. Better still a dervish with Elite Scythe attack & Avatar , or worse 2 avatars.Hammer warriors with Magehunter's smash & Dwarven battle stance. Even without the elites, every monk will be able to pack hex & condition removal without any problems to his build. 8 skills slots are for a reason , you have to think what you want to do, create your build to the just that but at the cost of little or no ability for anything else.
Finaly the balance. Most of the game currently is balanced. However A-net makes most nerf/buffs based on GvG & HA ( WoH the primary example) That in turn unbalances the rest of the game ( paragons who have only one usable build in PvE).Also the cross proffession sinergy. Scythe is a great weapon , but i bet A-net failed to concider what it will do in the hands of assassins & rangers. (9-41 weapon's crit hurts alot). I'm willing to wait another long aslong as A-net takes their time & considers the possabilities, i'm even fine with no new classes with the new campaign as long as cross class singergy is examined & balanced.
p.s. Perhaps make skills behave diffrently for non primary classes.(77.70.60.74 20:42, 8 June 2008 (UTC))
-Just as someone who played WoW before, the racial differences dont really make a big difference except in early play. After a while everything evens out.
- I'll agree to a lot of this... I like the idea of an extended skill bar... but, in my opinion, the classes are already balanced... I'm sorry to say that other than the scythe and avatar, the dervs are pretty much useless (opinionated), the Monks can easily be replaced by paragons and Rits, the weapons can be switched between professions and it still allows awesome gameplay... Honestly, spending time to get the skills necessary to pull off an awesome build with the limits set by A-net, is the fun. The classes mix soo well. You can use an elite from another profession to complete a build, and make it actually useful. I honestly do not see how A-net can mix the classes any better than they are... I think that there should be bonuses to the different races though, simply because that is more realistic. Asurans ARE smarter, Norns ARE more powerful, Dwarves ARE more stubborn. I think health and such should reflect these traits... I do not like mounts at all...Zeph 18:58, 9 June 2008 (UTC)
- tl;dr? Seriously, it says "be concise." I can't be bothered to read that wall of text and I'm not even busy. I can't imagine the devs will ever look at it.
- I'm not going to complain about the length because it is fairly well thought out and much better than such "concise" posts as "OMG MAKE TEH NORN 1337 HAXORS WITH THEIR BEAR POWRS"... In any case, while I disagree on the mounts, attributes, and racial skills (if anyone can make these work, the devs can) I really like the overall message and I think it's important that GW2 isn't extraordinarily far from where GW1 succeeded... -- Frozzen 02:41, 11 June 2008 (UTC)
- I apologize for my prior rudeness. ANet, listen to this man. (or woman, whatever) Especially the thing about the whole "no racial differences" thing. Except third, don't listen to that, it sounds like the elder scrolls which, while good, is unlike GW as it should be.
- I'm not going to complain about the length because it is fairly well thought out and much better than such "concise" posts as "OMG MAKE TEH NORN 1337 HAXORS WITH THEIR BEAR POWRS"... In any case, while I disagree on the mounts, attributes, and racial skills (if anyone can make these work, the devs can) I really like the overall message and I think it's important that GW2 isn't extraordinarily far from where GW1 succeeded... -- Frozzen 02:41, 11 June 2008 (UTC)
- tl;dr? Seriously, it says "be concise." I can't be bothered to read that wall of text and I'm not even busy. I can't imagine the devs will ever look at it.
NP. Btw i'm male. The 3rd point is personal preferense. The current atribute system in GW is something perfect.Also i have to agree with the rest that maunts are useless but concidering how many people want them they will be likely included.
For Dervs , yeah sure they can be beaten if you use their enchantments to your benefit , but some classes cannot take enchant removal ( or skills benefiting from enchanted foes) or can't fit them in their build. While this isn't that bad , scythes tip the whole thing with the wicked damage they are capable of doing ( 114 from victorious sweep last time i was in RA). Nothing that drastic just tone down the scythe.
Giving Norns max Ursan blessings or anything similar is ridiculus idea. Ursan in it's current state beats any possible other elite.Either tone it down so it's a choice & not THE CHOICE. Or norn could've simply lost their conection to the spirits once they were driven from the far shiverpeaks , meaning they have to fight like everyone else. I want no racial diffrense because if there's any no matter how small it will affect the gameplay to a degree. I want to get the same results with my sylvari warrior ( with the huge hammer) as a Norn or human would. Just because Asura are smarter doesn't mean they have more energy. Easier to learn spells yes , but as far as we know IQ doesn't equal energy or warriors , paragons & rangers will start a revolution & all of us casters will die :P.
Forth :I was playing my necro today helping a friend arround Kourna & i remembered the good old days of me , Olias & Master slaughtering our way in Echovald as MMs. MM is very nice & it's one of the primary builds for a necro. However after a certain point in the game ( arround 2/3 ) it becomes useless. With the monster rising in level minnions can't do their job: Live , fight & die for the master. Their damage isn't high to begin with & is not armor ignoring like spirits. I got this idea from the Diablo 2 summoning skills Revive. Minnions should share the health & level of the monster they were animated from along with some damage benefits. Your Death Magic ( or GW 2 equivalent) should set their armor & basic damage. Also their natural degeneration should be toned down or removed , or have them start degenerating while in combat. It's anoying to have to stop very often to heal them. A-net should also concider skills to support the minnions. The current MM needs exactly 4-5 skills to be effective. Perhaps skills to boos damage at the cost of health/armor or defense at the cost of damage. Something along those lines. I'd like if minnions are changed a bit. I like the horrors , after a while you get attached , but after reviewing my old Diablo 2 necro i think skeletons are better suited for MMs army ( but that's optional).
Fifth: It's been in my mind for a long time. Alot of people like to create their own armor mixes. However spending huge ammounts of money & matherials just to get the ugliest thing imaginable is bad. A-net should add some sort of Armor painter , where you can choose diffrent part of all armor sets & dye them as you wish. That will help everyone create their own Armor mix. Also make every class's armor dye in the same way as another ( or atleast close enough) so diffrent parts suit better.
p.s. I'll post more of my ideas when Lyssa's muse hits me again. p.s.s To the guy before me sign your comments please. (77.70.60.74 23:41, 11 June 2008 (UTC))
My Random Ideas
First, I'd like to see different/more weapons. I think this has been touched on, but not in the way I mean. I would love to be able to use a rapier, but it doesn't exist in Guild Wars. (This actually really kinda bugs me, since the Mesmer pic when creating characters shows the female Mes holding a rapier) I'd also like weapon attributes to be linked to the type of weapon. Basically, a bigger sword would be swung fewer times in the same time period but would do more damage. Something like a claymore would therefore be about a 11-21 (making up numbers up randomly), while a rapier would be 7-18. On the other hand, the rapier could hit 5 times a second (again, made up randomly) while the claymore would only hit 2.5 per second.
Next, the monsters in PvE. I don't care if the level cap is 10, 20, 3000, or infinite. I don't want to be running into mobs that are all almost 1.5 times the level cap. I'm currently going through GWEN, and I often wipe at mobs of level 28s. It might be that I'm a crappy player, though I usually don't have this kind of trouble, but it seems to me that this is just a bit ridiculous. A level 28 boss makes sense to me, but not a mob of 5 or more 28s. Granted, I don't often run into that many at once, but when I do...let's just say it's not pretty. Even some of the level 20 mobs are a bit much, in my opinion. I tend to run around with myself, 3 heroes, and 4 henchies, and it gets hard to kill a lot of monsters that are several levels higher than all of us.
Moving on, the armor. I'm pretty sure this has been mentioned, but I'll reiterate it. Please, for the love of whatever deity you prefer, give us better dyable armor. I'd like to be able to color more sections of the armor than just whatever little bit some designer decided was sufficient. And, going along with this, lowering the price of certain dyes (or the supply of it, and consequently the price) would be extremely helpful. 500 gold for red dye just seems like it's gouging a bit. If you're going to implement the ability to dye sections of the armor, the price definitely needs to be dropped. Either that, or the ability to use portions of a vial. For instance, if I want to dye my chestpiece, there might be 3 sections on it. I can then use 1/3 a bottle of red dye on one section and 2/3 on another before adding in other colors. -- Cursor Mortis
- Stop mentioning things that are already mentioned. You waste everyone's time. -- NUKLEAR IIV 10:29, 9 June 2008 (UTC)
- You do realise how long this discussion has become Nuclear. Not everyone has time to read the whole of it. (77.70.60.74 18:36, 9 June 2008 (UTC))
- Paragraph 1: This is not D&D. Yes, having 30+ weapons to choose from with dozens of variants of each with special mods and cool side-effects would be cool, but it's just not necessary. Now, having all those weapons as art styles would be cool. And I will admit that having two-handed (or, in the case of the hammer and possibly scythe, one-handed) variants of weapons that do more (or less) damage than their ordinary counterparts might be neat. (examples: two-handed sword vs. one-handed, light mace vs hammer, etc.)
Paragraph 2: The reason monsters are higher level than you is because if they were the same level, they would be easy. They get bonus armor, (presumably) attributes, do more damage, and have higher health, which is an easy way to increase the challenge without being bothered to improve monster AI.
Paragraph 3: I agree with most of your statements. Give us a better dying system, let us use more dyes, and finally, give us a nice "font of dye" that doesn't run out. Or make them craftable, or something. Having to pay for dye seems silly. Paying for high-end armor is one thing I support, but the dye prices seem... eh, kinda crazy. --Jette 22:19, 9 June 2008 (UTC)
- You do realise how long this discussion has become Nuclear. Not everyone has time to read the whole of it. (77.70.60.74 18:36, 9 June 2008 (UTC))
Dyable Hero Armor
I was kind of hoping to see the hero armor be dyable in Guild Wars 2, that is, if there are heros in GW2. Stokoe 17:37, 9 June 2008 (UTC)
- Pretty sure they won't be. It sounds like GW2 will be entirely solo-able from what I've heard, and that when you need extra help, the sidekick[5] system will allow players to serve as... well... sidekicks. --Jette 22:12, 9 June 2008 (UTC)
The Summoner/Caller
I think having the ability to summon the Gods of Tyria would be a neat profession. Your first summon could be Kormir or depending on which race you are you would start with, you would receive that god. There could be a whole primary quest chain regarding claiming the other gods as summons and there could be a neat storyline with that. Maybe a dark guild of summoner trying to summon an avatar of Abaddon or something of the sort. The different attributes could be Attacks, Buffs and Hexes and the primary could increase the summons hp/armor.
- So, basically, you're saying, turn Avatars into Minions? Sounds either overpowered or just silly, depending on how it would be implemented. I say no, sorry. --Jette 22:08, 9 June 2008 (UTC)
- When I read this I thought it would be like Final Fantasy style summons, taking damage in your place maybe to come out for a single attack or staying with you until its death. I think a summoner would be quite an interesting profession to play maybe as a caster type profession, but please don't summon the gods. Laserblasto! 22:36, 9 June 2008 (UTC)
- Ditto on the FF-style summons: one-shot big-damage (high-cost) spells. → BROWNSPANK 09:47, 10 June 2008 (UTC)
- When I read this I thought it would be like Final Fantasy style summons, taking damage in your place maybe to come out for a single attack or staying with you until its death. I think a summoner would be quite an interesting profession to play maybe as a caster type profession, but please don't summon the gods. Laserblasto! 22:36, 9 June 2008 (UTC)
Don't forget that if you do that, it's gonna need a long cast time. Maybe even "easily interrupted". I still think you should leave the gods to the Dervish, though. Besides, I'm sure they already have missions and quests worked out where one or more of the gods will join your party.Blackie ewilson92 13:31, 10 June 2008 (UTC)
I would think that we just stick with the avatars of the gods not the gods themselves. They could take the damage, they would use the skills, much like Rangers do now with their pets. But add some variety with the avatars.
- Okay... the final fantasy system (as I recall it, I haven't played in years) allowed you to summon some sort of beastie that took the place of your entire party for a bit. If we change it so that you can replace yourself -- only you -- with a monster that has different skills, attributes, armor, health, etc... hmm, that could work. Oh... wait... haven't I heard this sort of thing before? No, no, and, again, NO. --Jette 04:29, 11 June 2008 (UTC)
Even having the ability to summon different kinds of creatures based on the different kinds of elements would be neat. Much like the Asura Summons.
Actually summoning the Celestial Beings from Cantha would be neat.
- Maybe I'm odd, I thought tales of symphonia at first when I read this xD-Warior Kronos 03:26, 15 June 2008 (UTC)
block dodge miss
How come when you dodge block or something misses it still hits you but words come up why not when you block something your shield comes up to block it and if it was an arrow say it falls to the ground or stays in your shield or if something misses it actually misses Ultimate Light 19:18, 10 June 2008 (UTC)
- Because that would require competent coding. While I certainly think it would be cool, it's really not necessary. I'd rather them spend time on gameplay features instead of eye candy that barely qualifies as candy so much as one more thing that my computer has to process to animate the game. --Jette 21:02, 15 June 2008 (UTC)
Alliance Overhall + Guild Suggestions
Allainces right now seem somehwat useless, you get a network of guilds (pretty good), skirmishes (also good) and sub-ins for GvG, (ok option). Alliance battles dont even have anything to do with your alliance and are a total peice of junk. 98% of all groups in alliance battles are just 4 random people stuck together with 2 toher groups probably formed the same way. These 3 groups will in turn splinter into single people or mob up. The loners will go do their own thing and only pick up w ith more people to take a control point. The only real skill comes from making a good 1 vs 1 build, which usualy ends up being useless when you get double teamed by 3 or more people. They are simply broken.
I realy can't give a short enough summary, as what was here before was as summerized as it was gunna get and I got flammed for it's length. Please find it here on my talk page: User talk:Great Darkwolf --Wolf 19:34, 12 June 2008 (UTC)
heres my answer in short:no, none of that. Alliance battles are talking about kurz and luxon, not YOUR alliance--Raph Talky 18:52, 13 June 2008 (UTC)
Well, it kinda goes of the fact that I'm making a safe assumption that Luxon's and kurzics aren't going to be back. --Wolf 19:20, 13 June 2008 (UTC)
moot point, as they were destoryed by the new Emporor, Usoku. Alliance battles probably wont exist until a possible factions-esque expansion--Raph Talky 19:31, 13 June 2008 (UTC)
I must have missed that, no suprise, I haven't dug mush into the lore, so..... --Wolf 16:40, 15 June 2008 (UTC)
- Yes, AB will most likely be gone. Or rather, it won't be called AB. More likely it'll be back, in race vs. race form. Or something. Or part of world vs. world, or whatever that new thing is. And I don't think you should get one big "alliance hall." Seems like a waste of time to design, implement, buy, outfit, and then very rarely use.
once again, that is your opinion. Many people (at least the ones i know) use their guild hall regularly, including myself--Raph Talky 21:34, 15 June 2008 (UTC)
The Alliance hall would not be bought, and niether would upgrades for it, You would get the Alliance hall after yu had so many guildsin your Aliiance (say 4 or so), and I also addressed upgrades for it, in the end, you shouldn't have to buy anything for it. Also, I imagine it would not take much more time to design and implement than the current AB maps, as to town areas of those are just a section of the actual map. The same would be the case here. If your bringing back ABs, then your GOING to need new maps. Its not like this poses a challange anyway, Most of the mechanics for this exist in GW right now, they only "redesigning" that would need to been done would be the bulletin boards and the tactician. Besides, imo, ABs suck, realky bad in GW. They need to be drastically better or not come back at all. --Wolf 14:02, 16 June 2008 (UTC)
ATTENTION ALL PEOPLE WHO POST HERE
- ← moved to ArenaNet_talk:Guild_Wars_2_suggestions
Experience Not the Same for All
I just read a very distrubing thing. The article stated that people playing solo (or with henches and heroes) would not get the same amount of experience points as people playing with other live people groups. This is a terrible idea. A lot of people can't get groups together of live people mainly due to real life disrupting game play during quests and missions. I really hope this article was false due to the number of people I know that play alone or are forced to do so due to real life things or from being shut out due to titles or rankings.
- Experience gained from a skill is divided among all players in a party. If you are solo, you'll get more xp than in a party. However, you'll get the same amount from grouping with henchmen as you will with live people. Hope that clears it up.--Pyron Sy 22:58, 11 June 2008 (UTC)
- The anonymous poster's claim is backed up by this gamesradar article, what's the source for your claim? -- Gordon Ecker 08:48, 12 June 2008 (UTC)
- I'm glad to say that Mr. Anonymous misinterpreted the article. The statement about getting more experience in human groups was made in reference to the sidekick system... what they mean by "getting more experience" is that you can fight higher level enemies with a high-level human group than you would be able to with lower-level hench/heroes. I don't think I explained that very well, so just see the sidekick article on GW2W for better clarification. -- Vorith (talk•contribs) 14:33, 12 June 2008 (UTC)
- How do you know that Mr. Anonymous misinterpreted the article? The sidekick article on Guild Wars 2 wiki doesn't clarify anything and neither do the sources it cites. The GamesRadar article says that the sidekick system buffs lower level party members to bring them up in line with higher level party members, and that playing with actual people yields more experience than playing with an AI party. Interpreting the article as saying that playing with actual people only yields more experience than playing with an AI party because the sidekick brings the lower level party members up to the same power level of the highest level party member and not for any other reason is speculation. And I'm not aware of any source confirming that experience will be divided among party members in GW2 like it is in GW1. Please stop spreading misinformation. -- Gordon Ecker 00:51, 18 June 2008 (UTC)
- I'm glad to say that Mr. Anonymous misinterpreted the article. The statement about getting more experience in human groups was made in reference to the sidekick system... what they mean by "getting more experience" is that you can fight higher level enemies with a high-level human group than you would be able to with lower-level hench/heroes. I don't think I explained that very well, so just see the sidekick article on GW2W for better clarification. -- Vorith (talk•contribs) 14:33, 12 June 2008 (UTC)
- The anonymous poster's claim is backed up by this gamesradar article, what's the source for your claim? -- Gordon Ecker 08:48, 12 June 2008 (UTC)
People talk too much
- ← moved to ArenaNet_talk:Guild_Wars_2_suggestions
Shadow Class
Don't punish good teamwork or reward bad teamwork
The original Guild Wars has a number of mechanics which punish good teamwork or reward bad teamwork. For example if someone is working on the Survivor title and things start going badly and they stay with the group and die, they will be punished for not abandoning their group by permanently losing the ability to progress in the Survivor title on that character. Another less extreme example is Eye of the North bounties. They are unsynchronized, so those with a Boss Bounty are rewarded for taking out a boss early at the expense of those without it, while those without it are rewarded for waiting at the expense of those with it, furthermore, because many of the bonuses are lost upon death, players are rewarded for endangering other party members to keep their own character alive (for example a tank retreating in the middle of a fight). I don't think Guild Wars 2 should ever reward players for bad teamwork or punish players for good teamwork. -- Gordon Ecker 08:23, 20 June 2008 (UTC)
- I lol'd. I could refute your idea with logic and examples of why this is a bad idea, and reasons why this would be hard to code, but that would take a while. Instead, I shall present you with this postulate: people are dicks. If we can assume that people, under any given circumstances, will be dicks given the opportunity to do so without penalty (and very often even with), then we can fairly assume that no string of coding, however long, can properly detect every form of in-game dickery and therefore, you will continue to get screwed by people in-game even if this idea is implemented. --Jette 00:55, 21 June 2008 (UTC)
- Some people are dicks for entertainment, others are incidentally dicks out of greed, minimizing perverse incentives won't do anything about the former group, but it will turn the latter group into team players. If bounties with random synchronized bonuses which persist after death are too hard to code, they could go with something simpler, such as fixed synchronized bonuses which persist after death, or Nightfall-style bounties. As for the survivor title, I don't think it should exist. -- Gordon Ecker 01:36, 21 June 2008 (UTC)
- Random synchronized? Oh, is that all? And here I thought we were talking about an AI to detect asshats. Well, that sounds simple enough. Lessee here... make it so that when you accept a bounty, everyone in the group gets it so it's synchronized, then have everybody get the same bonus. Sounds easy enough. Also, survivor title is dumb, I agree. --Jette 03:54, 21 June 2008 (UTC)
- Better not be any NPCs in combat in GW2 then. Monks run into melee range of enemies, fighters will run from agro when they're low on health in the middle of the fight, a lot of the ones that are n't heroes or henchmen even behave worse. 75.146.48.190 19:45, 27 June 2008 (UTC)
- Random synchronized? Oh, is that all? And here I thought we were talking about an AI to detect asshats. Well, that sounds simple enough. Lessee here... make it so that when you accept a bounty, everyone in the group gets it so it's synchronized, then have everybody get the same bonus. Sounds easy enough. Also, survivor title is dumb, I agree. --Jette 03:54, 21 June 2008 (UTC)
- Some people are dicks for entertainment, others are incidentally dicks out of greed, minimizing perverse incentives won't do anything about the former group, but it will turn the latter group into team players. If bounties with random synchronized bonuses which persist after death are too hard to code, they could go with something simpler, such as fixed synchronized bonuses which persist after death, or Nightfall-style bounties. As for the survivor title, I don't think it should exist. -- Gordon Ecker 01:36, 21 June 2008 (UTC)
- So... you want to make GW a complete joke? --76.25.197.215 19:47, 27 June 2008 (UTC)
- Of course not. There seems to be quite a bit of confusion about what my suggestion. Here's some examples of the effects my suggestion would have if it was implemented in GW1:
- Aggro and AI in general: No change. I never suggested changing aggro or AI, I only suggested removing the incentive for sabotaging one's own teammates.
- Bounties: Bounty bonuses would be either fixed and synchronized or random and synchronized, no bonus would be lost on death.
- Death Penalty: No change. Weakening one character weakens the team, and a weaker team is a disadvantage for every player on it.
- Loot: Some system to prevent loot stealing would need to be implemented. One way would be to eliminate the free for all loot timer and make the unclaimed items window appear with all your unclaimed loot whenever you go to town, whether it's from zoning, victory or defeat. Another option would be to allow players to pick up loot at a range, even when their character is dead.
- PvP: No change. Players are awarded points for being on a winning team, and the HoH chest provides one drop for each member of the winning team. The only ways for a players to profit in PvP at the expense of their teammates are leeching and leaving on a failed synch, the Dishonorable Combatant System is a deterrant to leeching and leaving on a failed synch, and I think both leeching and synching are against the EULA.
- Titles: Survivor wouldn't exist, the only other titles which would be affected are the bounty-related titles, see above.
- -- Gordon Ecker 05:27, 28 June 2008 (UTC)
- Of course not. There seems to be quite a bit of confusion about what my suggestion. Here's some examples of the effects my suggestion would have if it was implemented in GW1:
Attracting wider demographic
I would like to see GW2 intergrate a part of the game similar to 2nd Life. This will attract a more diverse player base instead of the typical MMORPG player. It would be great to have more features tailored to older players and female players. Not that I dont enjoy playing with 12 year olds that call everyone noobs and challenge everyone to a 1 vs 1 every 2 seconds, but it would be nice to have some more mature peopel online sometimes.
- Try joining a mature, 18+ only guild on a forum. That makes it easier. But for the record, most of the losers that act like that don't do it because they're 12, they do it because they're idiots, and age has nothing to do with it. Also, second life is dumb, go play your *original* life, the graphics are way better and there are like 90,000 different character classes or something. --Jette 09:17, 4 July 2008 (UTC)
---omg pleaaaaase no!!! i played second life for like 3 days and was horrified at all the crap on it--The preceding unsigned comment was added by User:24.40.169.24 (talk).
In Game Browser
An in game browser would be an easy way to access the wiki etc. without the hassle of tabbing out. --118.92.193.28 00:29, 11 October 2008 (UTC)
- I agree on this or at least some method for being able to access information on lore, skills, creatures, bosses, etc Lady Elyssa 15:42, 13 October 2008 (UTC)
- try /help --The preceding unsigned comment was added by User:213.164.210.114 (talk).
- That's not an in-game browser. -- Gordon Ecker 02:32, 10 November 2008 (UTC)
- try /help --The preceding unsigned comment was added by User:213.164.210.114 (talk).
- In-game wiki, great. Also a "Guild Wars" time clock would be great. This would mean that midnight GWT would be the start of an event for example. People would know when it is and wont need to keep asking. - Swift
- Clock would be a great help, and so would the ingame browser. It doesn't have to be a browser to go to any site, just one to lead the player to the wiki so they can look at lore\skills\maps etc within the game and can keep themselves alive. EX: Push F10 window pops up, type in the search "Ascalon City" and all the text on the wiki appears. --Metaltailz 08:19, 7 January 2009 (UTC)
Writable Parchments
I haven't bothered to read all this, so if this suggestion was suggested before, I apologize. I really miss there eing noting to write on. Maybe just for fun or for a written contract. Or to send mail. I think parchments and ink should be availabe at merchant for a nominal fee, or for free. Yes, I suggest Ink be used to make these things too. I think it would improve gaming experience. And if a Contract is not fulfilled, a man can complain to Administration. I think it would reduce scammers. OK I really hope this gets into game. --The preceding unsigned comment was added by User:Leo1993 (talk).
- This is absurd... Biz 00:55, 27 December 2008 (UTC)
- Would be great to have writable parchment but not for contracts. I think contracts would be a good idea for regular agreements that the game could detect completion of. For example I hate the idea of using a runner but some people like it. A contract where the payment is not received until completion but then automatically paid could work. - Swift
- yea a mail system would be nice, contracts could make a nice way to auction things or make having a house or making a big purchase more life like. - Tryx
- A mail system would be very nice, so you can send mail to people whether they are online or not. --Metaltailz 08:20, 7 January 2009 (UTC)
i second that because if my friend thinks of something while i am gone somewhere he can send me a letter that i would recieve when i logged on next72.69.196.195 02:08, 15 January 2009 (UTC)lordbrightblade
Morale
My idea is like a smiley face above your hp and Energy and this changes , with things like Friends dying and and killing enemies, if an ally dies for instance you go to some frenzy state , after a killing spree you can go into a crazed state or a tired state, these could possibly replace stances. so Anger is less defense and more attack while depressed is an all out downer, things like exited and happy could increase everything etc. etc. hope you like the idea :) --The preceding unsigned comment was added by User:78.147.158.69 (talk).
- That doesn't even make sense. So, if some one dies near you, you will be forced into scripted Frenzy? There is absolutely nothing that can go wrong with that, nothing at all. Biz 00:47, 27 December 2008 (UTC)
- Noooooooo
- A good warrior does not let his/her emotions get the better of him/her.--Yozuk 04:52, 15 January 2009 (UTC)
Don't worry, if you want to you can get all emotional about in-game stuff in RL. No need to waste coding.--70.71.240.170 01:36, 25 January 2009 (UTC)
Guild Cape Alternatives
I know it's important to represent your guild, but I think a cape that looks identical on everyone is a bit, well, boring. Maybe there could be a range of ways to display your guild, such as sashes, arm bands, tabards, neckerchiefs, etc. Those are all I can come up with on my own but I'm sure there are plenty of other ideas out there. - Elijah 20:42, 4 December 2008 (UTC)
Actually - Guild Armor would be awsome. It would only be available to players with "Elite" Armor, but like the show-cape option, they could have armor displayed as guild-armor
I Agree this would be a really cool way to show your guild, the armour idea is also really great. - svercelli
Central Quest Center
One problem many face when playing MMOG's is that in order to find a quest, you have to looking all over the land for people with indicators of an available quest. Instead of wasting time trying to find these indicators and NPC's, why not have several set locations, at least one in each town, where players can walk up and easily find a quest, accept it, and play. Now you can still find quests outside of town, but as it is now in the game, those are few and far between anyway. Lastly, I would also list recommended levels for quests, this way players can get a quick feel as to how hard the quest could be depending between their current level, and the quests recommendation. The recommendations could be determined just by the amount of enemies the player may have to go through, as well as their levels. That way players can do as much as they can to avoid dying, thus making the game more fun, because let's admit it, very few people think it fun to die after working so hard to travel somewhere. AlucardBC 02:44, December 6, 2008 (MST)
- Considering the fact that almost all areas in the game past certain point is for max level characters, and getting there Even for slowest leveling role player is less then a week there would be no need for any kinda of quest description. Telling you what you will face is a major spoiler, its understood that whatever challenge you face it will be easy to do in good armor and at higher level. People also understand that quests around beginner area are for beginners, death could be easily avoided by getting out of situation one can no survive (map travel), not to mention that there is no penalty for death in the game. Biz 13:13, 6 December 2008 (UTC)
- I seem to recall [Master Difficulty] tags on some of my quests..... Granted there may be room for debate about the actual difficulty of master difficulty quests in starter areas, but otherwise I consider the tag sufficient. Quests without it are at worst a bit difficult, quests with it can range from difficult to near impossible. As for a central place to find quests... It won't get my vote. Go out, explore, find things (like quests, quest like tasks, and the odd troglodyte...). Don't expect everything ot be handed to you with a bow on it. Yamagawa 06:30, 30 December 2008 (UTC)
- I like this idea, but I also enjoyed finding the quests outside, so I hope you don't mind if I make my own adjustments. How about instead of all the NPCs being at the location, there could be an announcemnt board in each major town that would have the name of the quest, a quick description of the task, and the location of the NPC that will give it out in the world, but only for the quest in the vicinity of the town. That way we would know where to go for the quests. And when you achieved the requirements for new quests, either in a chain of quests, or reaching a certain level, the quest would be added to the board. Lord Zepherr 09:18, January 10, 2009(UTC)
- I seem to recall [Master Difficulty] tags on some of my quests..... Granted there may be room for debate about the actual difficulty of master difficulty quests in starter areas, but otherwise I consider the tag sufficient. Quests without it are at worst a bit difficult, quests with it can range from difficult to near impossible. As for a central place to find quests... It won't get my vote. Go out, explore, find things (like quests, quest like tasks, and the odd troglodyte...). Don't expect everything ot be handed to you with a bow on it. Yamagawa 06:30, 30 December 2008 (UTC)
Movement within the game
It is suggested that mouse movement and control be carried over from GW to GW2. This is a function that not onle increases the ease of use for every user but especially for handicapped users. To not include mouse movement is to step back into time and make the game so pre-windows and so DOS-like. It would be a major mistake to remove this as it would not only isolate and reject handicapped players but will also deter longtime gamers of anet from purchasing further games. This such a basic and much needed function that it cannot be neglected.
Gods & Professions
- ← moved to User:Chaos Messenger/GW2 Suggestions
I guess it would be fun to make different gods for different races, GW1 is one raced' system, so it's understandable that there are only human gods, the "Old Gods" (Balthazar[warrior], Dwayna[monk/elementalist], Grenth[necromancer], Lyssa[mesmer], Melandru[ranger]) They are related to the jobs of GW1 Prophecies. They we cannot take them off from GW2 since they are the source of magic, but we could make them left Tyria for some reason and etc, use your immagination. I want to conculde that different races must have different gods. The Asura may have an Asuran god, like the God of Underground and the God of Knowledge (since they are the most inteligent creatures of the races, and they lived underground life, so they still have the God of Underground... and they are tiny creatures, so they may have the God of Protection. The Charr already have their god/gods, they raided Ascalon for their god/gods, they have some kind of "Flame" religion, with shamanism. The human gods have left left Tyria, in this suggestion, but we should have keep Balthazar or Dwayna in Tyria, to not leave them without any gods. The Norn revere the spirits of nature—from the wolf to the snow lynx—but the most powerful of these is the Bear Spirit, who, according to myth, blessed the Norn with the ability to change shape and "become the bear". They don't realy have a main god, they just respect spirits. Sylvari is a young race, so they should have realy basic Gads, like the god, who they think created them, or Ventari, the wise old Centaur, Ronan, who planted their seeds? [sorry for my bad english]
- You should've posted this on my suggestions talk page.. But damnit, you're right. Those races don't worship the human gods. Asuran and Charr would be atheistic, Norn worship strength and nature, Humans worship their gods (so this could be for humans only? Or then so that each race gets a corresponding benefit similar to this one) and Sylvari would end up worshipping nature and that thingy they had. ---Chaos- 03:02, 3 January 2009 (UTC)
Personal Ideas Updated, and Readable
You guys should be able to read it fine now. Since youve been reasonabley relocating your posts. It makes me to happy to know you guys are reading them. Happy Holidays! Good Luck with Guild Wars 2 and I hope you guys at Arenanet and Ncsoft make the most of your vacations... I know I Will!!! I guess I cant post anything else here. I just want the community to hear mine, and I guess other peoples Personal IDeas. Those few, who have expressed a bunch of their opinons. Cya Next Post and cannot wait til beta! --The preceding unsigned comment was added by User:Chosen Blade Knight (talk).
In Guildwars 2 you should definitely have a Z-axis system and be able to jump around and hop onto objects, this would make playing a ranger a lot more fun if you could hop on something tall for a height advantage or to be a scout and see farer to what mobs are ahead
Yupp,agreed with you ^^.93.86.84.35 18:56, 1 January 2009 (UTC)
Good/Bad Karma
Not sure how to put this into a coherent suggestion, but heres the jist of it. Your character starts off with normal karma, and based on his/her action his karma will increase or drop. With Better karma, good karma creatures (for example, pixies or something like that) we leave you be unless provoked but if you have negative karma, they will attack you on sight. Killing bad karma creatures should increase karma and killing good karma will drop your karma. not sure how to leave my user name.... --The preceding unsigned comment was added by User:Sox (talk).
- I like the Good Karma Bad Karma myself. It wouldn't be the same as Fable or KOTOR. If your Neutral, everything aggros you. The higher your good Karma is then you decrease the good mobs aggro range but increase the Evil Mobs aggro range and vice versa. As you level up you would get a max increase of karma either way. 1lvl of karma for every lvl of experience. Example: A toon increases his level to lvl 25 he can get + or - Karma 25 and good mobs lvl 25 or under would never aggro but you would decrease the aggro distance for the good mobs above level 25 though they would still aggro. The evil mobs would increase their aggro range at that point based strictly on your level of karma the opposing direction. -Xeridian Darkmoon
That's not quite the way I saw it. If you have every played Ultima Online, I was referring to how that karma system worked. Bad Karma has all this nice stuff And the bad stuff trying to kill you. With the advantage being increased drop or extra dammage for certain spells. Also, trying to connect it with GW, they said a player would have more options on shaping their own story. So I was thinking, option A: you go out on a hunt with some willages and gain karma. Or option B: you go refuse to go on a hunt, and instead pickpocket them on your way out (thereby losing karma) Sox 21:58, 7 January 2009 (UTC)
- How is this different from Light Bringer points ? =) You kill bad stuff, you get points towards your rating, you increase damage done with one hugely overpowered skill that works only on the bad stuff. Now... Agro range idea, terrible for GW, when ever your in a mission or explorable area your agro range determines how many mobs will be on you at any given time, with different range you will be either left alone entirely or swarmed, now Im sure people will discriminate against those with huge argo range either way. Same way I wouldn't take some one with LB rank 1 for a mission. Now about killing bad or good stuff... you will have people refuse to attack, even worse then having people with huge agro ranges... I say never mind karma it's all just a big BS story, if you want voluntary grind for better damage on some skill you can have titles. Biz 14:01, 8 January 2009 (UTC)
ok, I've tried to make my description of what I want alot clearer: I don't want this to be a title, but the way I described it earlier, it sounded alot like LB. When you kill something bad, you gain karma. When you kill something good, you lose karma. If you have positive karma, when you walk through town NPCs will come up to like "you're big and strong, please, I need your help." However, if you walk through town with negative karma, NPCs(excluding merchants, bank, ect) shy away from you BUT! the shadier NPCs could say something similar to "Hey buddy, looking for work? I need ya to "take out the trash" for Salma soandso.." The Positive karma quests would pay less, but would be easier to find. The negative karma quests would pay more, but would be more difficult to find. In addition, negative karma should have positive (not nuetral, like plants or small animals) karma creatures attack em(like pixies and unicorns). And positive karma should attract(bad attaction) negative karma creatures easier, such as snakes, bats and spiders. Final thing, negative/positive karma is NOT definate, someone with like 750 karma can still go into negative karma by doing any of the acts that would normally lose karma, and vice versa for negative karma people.Sox 20:11, 11 January 2009 (UTC)
Couldn't this bring problems in teams, kind of people always looking for people with bad/good karma so they don't have to kill everything, would make like one big divide.
Guild Wars is not Fable and I'd personally leave karma out of it. Karma, alignment, etc always lead to a stereotypical game setting that is fine in some games, but that's not what I'd expect from GW2. --Adul 15:18, 21 January 2009 (UTC)
Communications
I havn't heard that any game would have built-in irc-client, so i was wondering could that be possible to have in GW2? Like built-in IM-client and irc-client. Instant Messaging client could be somehow integrated to one's friendlist and talking to these friends would be like "whispering", or something.. Irc channels could be like "chat windows"? And ofcourse one could decide which irc network to use.. I dunno. I think those could come in handy, i know I would use them if it were possible, since i hate to switch between MSN messenger, IRC and GW if i want to talk with some of my friends outside the game.. -Kirbo
- Oh and some kindof built-in voice chat could also be great. Dunno how it should work (P2P? or one of the players could "host" a channel in the game (and it would use "hosts broadband" so it wouldnt load GW servers. or dedicate one/few servers just for that?) and his/her party/friends could join the channel), so everyone wouldnt have to get ventrilo/team speak or something else, find correct version, find open/public server, etc etc...-Kirbo
- The good karma/ bad karma thing is over used i say. (Like in Fable, Knights of the Old Republic, ect.) So adding it in GW2 would be kinda lame. ~Lucy the Handsome
- When you play the game, people expect you to concentrate on the game, not on what kind of shoes Wendy the welder just bought. Social interaction is fine and you can very well do it in windowed mode, with your IM along side, no need for wasting time and money on coding and then paying royalties to MS for using their msn protocols. Biz 14:33, 8 January 2009 (UTC)
- Quite frankly, as much as I like the ability on Steam where you can chat with people IM style, I don't think this will or should happen for GW2. Unlike Steam, it will be solely for one game and not a launch platform. This means that people who would log in to the IM type system will be probably playing the game anyway. This forces you to use an established protocol and while fortunately some are free, the time is better spent elsewhere - say, making it run under windowed mode as smoothly as it does now. This way, you don't have to support every protocol under the sun and the users can choose what they want to use. Voice chat would be a nice addition depending on how it was implemented. I certainly don't want to listen to random people spamming their music. PlacidBlueAlien 17:56, 14 January 2009 (UTC)
Ascalon Challenge
Possibly a playable elite challenge mission sending users into Ascalon and trying to retake land, maybe something like the current luxon/kurzick border. Also, ascalon would be like it was before searing excluding the buildings seeing as time can bring nature back to the forest it used to be. Edit: maybe not completly like it was before.. more charr culture etc. --The preceding unsigned comment was added by User:Tryx3 (talk).
- Lovely idea, really. But also, if you look at how badly Ascalon got "treated" there it might be to consider that grass only grows on few spots. --Chaos Messy 13:02, 2 January 2009 (UTC)
- No, supposedly ascalon begins to lok alot more like the charr homelands, except with human settlemnts dotting a few places. This idea would be so awsome, but I think to just add to the pure nostalgia, the player should have to have gotten one of the swords that belonged to either Rurick, or Adlebern so that they could take control of ascalon city by getting through teh ghosts with the sword, then take control of the ghost army the same way, and launching an offensive from ascalon city, and that would be the location of the mission. They also shoul dhave other points to lauch from, like a wide spread mission, places i'd like to attack from would be: insied the ascalon academy itself, it's be awsome to re-open it, and from insite the wizard tower, or foible's fair. Lord Zepherr January 10, 2009 (UTC)
Updates
Try to keep those updates small, like you did with GW1. I know couple of MMORPG where updates can be like 400-1400mb, and it really s**ks to download that big update with 1/1mb adsl connection. And since there's 2 players in our resident, it would be really nice if i could share these updates somehow faster on LAN. -Kirbo
- Fast connections are this day. Make as large updates as you want Anet, players are more than happy with added continent. 88.85.132.42 12:08, 2 January 2009 (UTC)
Green Drops...and tomes
Would it be possible for green drops to occur at some rate across all bosses of the same type...instead of "this boss drops this green"? I understand that the naming would have to be tweeked, but this seems like it would create more of a hirarchy of green weapons for each class (due to their relative drop rates...and that one bow (or whatever) would actually be more rare than another. It would eliminate farming for certain greena...and specific farming builds would be for farming a certain boss...not a certain green. AND...is it possible to make Tome drops (sepecially elites) customized to a player...or account? The first title I tried for and achieved was legendary skill hunter...and then tomes were released...and now anyone can just buy that one. Or NOT allow perple who buy skill titles to achieve the title (only CAPTURED skills count towards title)..--Book 10:09, 7 January 2009 (UTC)Book
- tbh, don't QQ. ---Chaos- 09:35, 8 January 2009 (UTC)
- Making greens drop from multiple bosses is a bad idea as part of the Uniqueness of them is only being able to get them from one specific location/creature. For the most part, green weapons are relatively worthless in the economy, most sell for no more than 10k (with a very few exceptions), making them easier to get than they already are is really a pointless suggestion at this point in the game's lifespan. As for the Tomes, a player has to have that skill unlocked either by earning Balthazar faction or having captured it with a previous character on their account. Customizing them is a bad idea. There are very few skills in the game that are that difficult to capture and Elite Tomes make it possible to quickly create a new build when necessary. Very few people buy them strictly for the title as capturing is generally cheaper (only 1k for a Cap sig, most Elite Tomes go for at least double that if not much more). -- Wyn/talk 09:43, 8 January 2009 (UTC)
- Have to agree with Wyn on this one, if you capture skills yourself it costs you close to nothing, getting title trough tomes would cost you an awful lot of money and getting the money for them would take longer then actual capturing, with very few exceptions. Having all greens for a profession a possible loot from any boss is illogical, not only will this promote heavy grinding of a single boss it will also make getting one specific green into a very tedious affair. Biz 13:51, 8 January 2009 (UTC)
- Making greens drop from multiple bosses is a bad idea as part of the Uniqueness of them is only being able to get them from one specific location/creature. For the most part, green weapons are relatively worthless in the economy, most sell for no more than 10k (with a very few exceptions), making them easier to get than they already are is really a pointless suggestion at this point in the game's lifespan. As for the Tomes, a player has to have that skill unlocked either by earning Balthazar faction or having captured it with a previous character on their account. Customizing them is a bad idea. There are very few skills in the game that are that difficult to capture and Elite Tomes make it possible to quickly create a new build when necessary. Very few people buy them strictly for the title as capturing is generally cheaper (only 1k for a Cap sig, most Elite Tomes go for at least double that if not much more). -- Wyn/talk 09:43, 8 January 2009 (UTC)
Terrain
While im sure the plan is already to have guild wars 2 span a wide variation of land types, and i know that the first guild wars does have a wide variation, im yet to find somewhere in guild wars that i enjoy playn as much as pre-searing ascalon. basicly im asking for a region to be designed like presearing, green, grassy, full of trees yet not a forest etc...
- and I want an experience like walking in a real forest, not a path that says stop all of a sudden because the tree roots aren't jumpable on. ---Chaos- 20:57, 10 January 2009 (UTC)
i have to say that i found GW too small (as well as WoW) and i think a sort of instanced 'random area generator' type thing would be very cool. so inbetween to set places the landscape is mostly mountain for example while partially hilly and the generator would make an area based off that and what types of monsters would spawn as well as where exactly they would start at. just a little suggestion that could end up being the coolest thing in the game =)
- or just an area that changes itself. Say, there are earthquakes during which one is knocked down, and then everything moves, including players? Or ice floating around and moving from their original location.. or stones on lava.. floating.. Would be cool! ---Chaos- 13:27, 12 January 2009 (UTC)
- Im yet to see a well executed random map generator in any 3d environment that didn't end up being a very bland mix of generic elements on a crooked environment. Wow shouldn't even be mentioned since their approach mapping is to make everything x4 times oversized and then spread it around with big stretches of Nothing. Biz 16:31, 13 January 2009 (UTC)
Detail
I relise this is a game for mid range pc's but that mid range level for a pc nowdays has been growning fast. Guildwars looked amazing at its relise date but not is an average game (Still amazing for an online game) So instead of having(using grass as an example) a few bits of different bits of 3d grass over there and a bit over there why not have the same well made bit of grass completly covering the area where you wanted grass not just a green texture. I would rather a fun game than a good looking game but if u add both of them together you get an epic game. —The preceding unsigned comment was added by Scythe Master Gus (talk • contribs) at 12:41, January 17, 2009 (UTC).
I'll support anything that makes GW2 look better. /signed--70.71.240.170 01:30, 25 January 2009 (UTC)
Forts
Maybe there could be forts dotted around which it would be a mission to defend from NPC's or other players.
- or from dragons............. ---Chaos- 22:18, 12 January 2009 (UTC)
- Or not at all, seen it this in Tabula Rasa, it's just annoying for most part especially when you need a particular "fort" for your quests. Biz 15:53, 13 January 2009 (UTC)
I wasn't thinking quests, just as a litle extra something to do and maybe give nice rewards
Companion controlling
Micromanagement can be hard and annoying, and often the H/H in GW1 don't listen to what I'm telling them. As such, fully switching control between a companion and the usual Avatar would be highly appreciated. Basically, 2 characters in one. I could buy armor and customize my companion as I want, I can name it, and it would perhaps have its own quests too, because it's an own personality after all. Profession specific quests and gender specific quests mostly, though. What else would there be? ---Chaos- 14:16, 16 January 2009 (UTC)
- I think the controlability of heros and henchies should be greatly improved. I can't even remember how many unnecissary battle battles i've had to fight because one of my heroes decided he was going to stop right infront af a monster patrol and make a spirit while my party was running, trying not to aggro that very patrol. I mean, the code has to be pretty simple, don't make a spirit while your moving! maybe it'd be easier if when running they followed exactly in the players footsteps, or ple player could even hold a hey down or something and trace a path for them to follow, so they don't agro stuff as easily. Lord Zepherr 16:46:50 January 19, 2009 (UTC)
Support Pets
I'd like to see support pets. Melee classes get a pet that gets in close with the player. Casting classes get a pet that aids their casting abilities. i.e. Melee grabs agro for tanking, casters faster casting with lower damage, slower casting with higer damage.
- ugh, no. I don't want this to be some animal rpg where everyone plays dogs. ---Chaos- 12:25, 18 January 2009 (UTC)
- As nice as it sounds on paper, that would get EXTREMLY anoying, when some new player can get a high level pet with a friend and just use the pet.. its a nice idea, but only if it had certain limits, to make it to where it maybe wasnt close to as powerful as a player..--Tryx3 03:31, 20 January 2009 (UTC)
- I'm always suspicious with games that put too much significance on pets. Because let us be honest, pets are for kids and 'pet games' are the demagogues of the MMO industry. IMO, a pet system as simple as the one in GW1 is perfectly appropriate. --Adul 15:35, 21 January 2009 (UTC)
The Scepters
- Spoiler alert
- Yes, for those of you who have prophocies, but not nightfall, the Scepter of Orr isn't the only super powerfull staff thing in GW. When it was created, so was it's sister weapon, the Staff of the Mists, now the Scepter of Orr has the ability to control other beings, be it undead, or titans, etc., and the Staff of the Mists has the ability to bend reality. Both were either destroyed or hidden away where nobody could find them. But at the end of EotN, a lone necromancer, (Livia), Steals teh Scepter of Orr from wherever Glint hid it. So why isn't it possible for somebody to find the Staff of the Mists in the hole you drop it in when you find it so nobody can use it. Thes two artifacts are hugley powerfull, and i'm certain the deserve a part in GW2. Lord Zepherr 16:54:44, January 19, 2009 (UTC)
- thats a good point, it would play a crucial part in the storyline. --Tryx3 03:33, 20 January 2009 (UTC)
- Compared to Scepter of Orr which takes half Prophecies to anchor its place in the canon, Scepter of Mists is like one quest as an afterthought, plus vast majority of players probably never even did the quest or heard of it. Scepter of Orr Will be in GW2 no doubt about it, other one... Neh. Biz 17:12, 21 January 2009 (UTC)
- I don't think that amount of time given to a certain objec tis an acurate measure of it's importance. The fact that it only got a quest chain in it's name, doesn't mean id didn't warrant it's own place in a campaign. Think aboutt it, a staff with the power to alter reality, that's huge, it could ressurect abbadon, sway the battle of FoW and UW in menzies and Dhuums favor, ressurect the lich and shiro, that's big. And if anybody with a mind to use the staffs power got it, there's an entire campaign, easy. I actually think it'll share the spotlight with the Scepter of Orr. Lord Zepherr 00:19 january 21, (UTC)
- You're overthinking it, "Power to alter reality" can just mean Illusions, not actual changes to events in history. Biz 10:08, 22 January 2009 (UTC)
- You seem to assume that all those events i mentioned were ACTUALLY histroy in GW2, who said Balthazar and menzies, or grenth and dhuum stopped fighting? Or that shiro and the lich were eradicated forever, maybe their spirits somewhere?. All thsoe uses is tated above, i meant for them to be possibilities for the steaff of the mists, in the actuall time period of GW2, not altering the past. And in this case, I believe that "the power to alter reality" is pretty literal, or else you could argue that the Scepter of Orr's pwer to control things is really just it's pwer to control illusions as well, and all those titans weren't real. Lord Zepherr 23:57 January 22, 2009 (UTC)
- You're overthinking it, "Power to alter reality" can just mean Illusions, not actual changes to events in history. Biz 10:08, 22 January 2009 (UTC)
- I don't think that amount of time given to a certain objec tis an acurate measure of it's importance. The fact that it only got a quest chain in it's name, doesn't mean id didn't warrant it's own place in a campaign. Think aboutt it, a staff with the power to alter reality, that's huge, it could ressurect abbadon, sway the battle of FoW and UW in menzies and Dhuums favor, ressurect the lich and shiro, that's big. And if anybody with a mind to use the staffs power got it, there's an entire campaign, easy. I actually think it'll share the spotlight with the Scepter of Orr. Lord Zepherr 00:19 january 21, (UTC)
- Compared to Scepter of Orr which takes half Prophecies to anchor its place in the canon, Scepter of Mists is like one quest as an afterthought, plus vast majority of players probably never even did the quest or heard of it. Scepter of Orr Will be in GW2 no doubt about it, other one... Neh. Biz 17:12, 21 January 2009 (UTC)
Again
Warning: This page was moved from User:Gaile Gray's userspace to the ArenaNet namespace. As part of the process, the GW2 suggestions page will be moving to a categorical format. Please add any new suggestions at ArenaNet:Guild Wars 2 suggestions, not this page! |