ArenaNet talk:Guild Wars 2 suggestions/Easy skill purchase
- Wrong way to go, that would be move in a completely wrong direction from GW1. There needs to be a learning curve. There needs to be much longer process of character development than in GW1. If GW2 remains a game about skills, collecting large numbers of skills and creating builds the skills should be spread around the whole world. Having them all accessible from the first skill trainer NPC you meet kills the whole aspect of the game that is collecting skills, the achievement that is a huge or even a complete collection becomes meaningless, and the potential for having the skills as rewards for different tasks is also removed. For a better game experience, some skills should be pretty hard to get. Yawg 02:07, 16 May 2008 (UTC)
- Guild wars 2 is being planned with a much smaller amount of skills, so forcing people to go farther away just to get skills would limit pretty heavily what people could do in PvE while travelling through the game, moreso perhaps than in the first guild wars (Though some guild wars campaigns had skills quite late in the game, which was quite annoying when trying to put guilds together as a character would have ot make it most of the way through without being able to use the skill or try a build out.)
- In addition, a lot of the attraction in guild wars vs. other games comes from the ability top get a max level character, with complete armor, weapons, etc. relatively quickly, so that a good chunk of the game takes place with maximum stat characters. Although things like Ursan, lightbringer, and the other PvE skills and titles have gone against this, it still is an attraction to the game that a lot of people have. Placing limits on character power to create "achievement" is a bad idea in general (Lots of people do not like the levelling game that sometimes seems to be creeping in, for instance), and forcing people to go for awhile just to get some skills would be a similar bad idea.Tambora 21:55, 21 May 2008 (UTC)
Just to put my opinion here; I think PvE should be about evolving and developing your character. Guild Wars Prophecies (as I haven't played the other games much) did a very good job on this. If you are into PvP, just like currently, you should be able to go PvP whenever you want to. --88.115.117.120 14:54, 22 June 2008 (UTC)
Wrong way to go indeed, as you know we have more and less complicated skills, and IMHO, the less complicate the skill description, the sooner you get to learn it. Death Demonisher 18:40, 23 June 2008 (UTC)
I'm not particularly knowledgeable about this subject, so I'll only say this: skills should be free. Paying 1K every time you need a skill is dumb. --Jette 12:04, 4 July 2008 (UTC)
Throw my two cents in the hat. I reckon skills should cost less and skill points should be harder to come by. That way you actually accomplish something when you level up and its not so annoying when you've just bought some obviously leet armour and can't afford basic skills. I also wholeheartedly believe that their acquisition should be controlled by location. The more skilled players get to new locations with the skills that are harder to use so they're rewarded while the less skilled players have to actually learn basic tactics and intelligent build design before they can become more powerful. So it addresses skilled play, balance and frustration. It does create frustration when you want a particular skill for a build but that could easily be addressed by placing the staple skills closer. Mystic Regen for instance is used by most dervishes but its right at the end of the game. My dervish struggled all the way through vabbi but the realm of torment was a breeze and that just shouldn't happen. So instead, don't put it right at the end of the story path put it on the edge of some relatively close bog where no one but a cartographer would think to find it. One of my favourite Guild Wars moments was finding Fisherman's Haven for the first time. It makes exploring much more fun and less of a grind. Since its not going to be instance based, exploring is going to be far easier anyway. Prophecies still is the most fun for the first timers. No one can deny that if they did it. Guild Wars 2 should be more of that and less of the clone that its becoming. Of course, this is just my opinions and someone already disagreed. Don't know about you, but I think ArenaNet are on his side. Spawnlegacy 15:48, 12 July 2008 (UTC)
The skill acquisition system is simple enough already. 8 skills are easy to acquire, it's the idea that everyone is trying to get those EXACT 8 skills for the perfect build that will never change throughout the rest of their playtime on that character. The perfect 8 combination shouldn't come to fruition until the end game. The idea is you are developing your prowess in your profession over time. I personally like the way Prophecies did skill acquisition but under no circumstances should it be made any easier to acquire that perfect 8 so early in the game. Malchior Devenholm 14:10, 19 August 2008 (UTC)
- I think they could do a better skill system, but making it 'easier' isn't necessarily better. I think that there should be more skills rewarded for completing a non-repeatable quest, that way you learn more by completing activities instead of farming for xp and gold. Plus you can span skillquests all across the entire game world so that people have to get further in the game and/or explore more to learn certain ones. This is how they did it in Prophecies and although it limited functionality for characters who weren't far into the game yet, that didn't really detract from the gameplay experience at all. I felt it was more rewarding. Sidequests had more of a purpose, and there were more people playing together when the game was young (I think this was a big reason for that). They don't necessarily have to give you more skills for each quest you complete, but there should be more quests that give skills as a reward. And if those skills are ones that can't be purchased from a trainer until later in the game, players have more incentive to do those quests. That's a good system, and they never should have deviated from it (like they did in Factions and Nightfall). Painted Bird 16:14, 23 August 2008 (UTC)