Feedback:User/Ezekial Riddle/A few gw2 suggestions
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A few gw2 suggestions | |
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User | Ezekial Riddle |
Categories | Mechanics Player vs. Environment |
A few wishes from a bored person thinking of what should be featured in GW2.
Map Sharing[edit]
- Premise
- I'd like to see more player to player map interaction. More interaction than compass pinging.
- Small implementation
- Something like build pinging ("Shit's going down at [Joe Hero's Location X, Y, Z]!")
- Heavy implementation
- Having a "Map Share" option, where you and a partner (or more people) view a common map simultaneously (but you can only see what you have uncovered) and ping each other locations and markers for towns or farming zones.
Trap-specific resource[edit]
- Premise
- More of an immersion thing, really. I've always wondered how people could, with enough effort, crap out a fairly complex system that shoots spikes up whenever an enemy walks onto it. I would like to see traps require a specific resource for use, much like some warrior skills require adrenaline, or some necromancer spells require a life sacrifice.
- Implementation
- I'd like to see only one resource needed, but I would understand more than one resource (wood and string, etc.) This resource would have to be bought or farmed and doesn't regenerate on it's own.
- Alternate Idea
- Traps would act as a consumable, where you have to craft them and then double click in your inventory to drop them.
- Pitfall
- In competitive PvP (read: not World PvP), I wouldn't want traps to be something that relies on a non-regenerable resource. We don't need "trapways" that are only good for maybe the first minute of a match and then peter-out.
- Potential Fix
- The resource is regenerable in some form only for competitive PvP, whether you talk to an NPC to do refill, or you get a resource once every X seconds. If traps are a consumable, disallow them from competitive PvP.
Walking[edit]
- Premise
- Since it looks like GW2 will be geared to the PvE/RP/Story crowd, why not allow a walking button? If not for some mechanical effect like walking over a specific terrain does or doesn't trigger a trap, then to throw the "player immersion" crowd a bone.
- Implementation
- A simple button that toggles walking on or off. In competitive PvP, this button is disabled and you are constantly running.