Feedback:User/I approve this pwn/random suggestion spam combo

From Guild Wars Wiki
Jump to navigationJump to search
  • some of the skills need to be more visually directional to be able to see which direction the skill is coming from.
  • be able to do different things in different environments. example anytime you are on snow, you are able to gather some snow, then you have an option to make a snowball and then afterwards throw it or pile it up and then gather more to eventually make a snow man. on sand be able to gather some and throw it or make a sand castle. when wading around in water be able to just splash it at other players or at nothing at all. on ice be able to just start ice skating at anytime. next to bushes or twigs on the ground, be able to pick it up and pile it into a spot to make a small fire. when using environmental objects as weapons make them last for a few fights at least, or at least make them somewhat strong. this may be added on as time goes on but make them have more fun uses than just as weapons. and when they are being used as weapons even with simple attack moves, being able to kill something or many things with a non-standard weapon is pretty fun in itself. having a bag of fun to use simple environmental weapons is a fun thing to have. sturdy weapons should last longer than ones that aren't, rocks should last for a lot of throws. a bag full of rocks should last for awhile before having to recollect the rocks.
  • fun factor should be gauged, maximized and be heavily pushed to the player, relentlessly.
  • WvW, have large dragons as the ultimate defensive or offensive units. (tbc) small dragons would be great units also.
  • WvW, maps should be a key tool to strategic and tactical planning and execution of courses of actions. a large always-on screen map may be important.
  • WvW, there should always be a tool(weapon, unit or some kind of measure) for players or groups to use to counter any situation. if there isn't one, one should be created.
  • WvW, have lots of destruct-able things and add some dynamic events to modify the map some to keep things changing in the map all the time and also to distract and impede raids and zerg rushes. stagnant maps are boring maps. random relocation of things in the map like capture points, choke points, key map objects and other things may be a good thing.
  • WvW, have main things and other things in the map that relocate themselves from time to time while a match is being played.
  • WvW, have capture-able resources that give resource boosts (some with gain over-time)then disappear after being captured. these resources may spawn at random locations too.
  • WvW, have main castles as major capture nodes that rarely get captured unless a large portion of the map has been taken by a team. this node would provide the most resource intake, boons and buffs to all the other nodes overall. this is the headquarters and base of operations of each server and should be heavily fortified as a fortress. all kinds of defensive and weaponry units reside here. this base should be the pinnacle of each servers strategical command point.
  • WvW, allow units to be capture-able by opposite teams through upgrades with tactical research or whatever.
  • WvW, a technology tree is important in a strategy game to allow for new mechanics and tactical and strategic game-play in a game. new technologies could be added with time to improve or diversify game-play. it's an open ended thing. also some technologies should take minutes and minimum resources to upgrade while others should take hours or days and large resources to upgrade, these are the powerful, high-tier strategic and tactical technologies of course. all tactical and strategic game-play should revolve around the tech tree. server strategy and tactics should depend on how they decide to upgrade their technology and what tech branch lines they want to invest in.
  • WvW, there should be a fog of war in the maps too, with diplomacy and pact options with other servers to show fog of war vision and resources...some of these could be tech tree upgrades too.
  • WvW, tech tree could allow for portals to be built at key capture nodes to allow for strategic logistical purposes. this portal could also have an diplomacy option to allow for a friendly server to use also for cooperative portal usage.
  • WvW, match types have 1v1, 2v2, 3v3, 4v4; 1v1v1 aka free for all, 2v2v2, 3v3v3, 4v4v4; 2v2v2v2, 3v3v3v3; 8 servers free for all with diplomacy and without(more difficult and cutthroat). maps with more teams would have less players per team to fit smaller maps. maps could increase in size for more epic and possibly more heavily regulated battles than smaller ones to not overwhelm things in it. each month the server could be placed in a different map type. there could be 12 of them, one for each month for a year. multiple instances could be made for a server to accommodate large servers and the total combined score would determine how well the server did. some maps can place servers randomly in random locations and some don't(server teams are placed together). some maps can have servers share bases also, so that individual bases aren't used for each server. having teamed servers serves to practice server team-play even though each player is already in a team of their own server. players could then play with players from other servers while helping out their own server to improve its standing in the ranks. each server should have a unique name, it goes without saying.
  • random dungeons and random dungeon teams for only one dungeon and random story teams kind of like random arena from gw1.
  • have a boss that can rip out giant pieces of earth out of the ground, creating giant craters for players to fall into and perhaps get stuck in.., to bash players with and to throw pieces of at to players. this boss would also be able to rip trees out of the ground to bash and throw them at players also. it would also be able to take in all the water in the area (from pools or just the surrounding area) causing the areas to be dry and empty of water, and use that water as streaming, ice chunk, steaming, acidic or poisonous projectiles against players, and whatever use might be possible with that water. this boss could also stomp on a large group of players if their was a large group forming somewhere.
  • have giant flying bosses that use fly as a flying tactical mechanic.
  • have a boss that uses many weapons. maybe a eight armed humanoid monster with ten legs and six eyes that has different weapons in each hand or pair of hands and using random weapons each time or multiple weapons.
  • a queen animal(bug, insect, reptile, mammal or some type of animal) kind of boss that produces lots of offspring attack players.
  • some kind of spectacular ocean octopus boss.
  • most or all bosses should shake the ground.
  • skill, ring of life, create a large ring on the ground; pulsates healing inside and damage outside to nearby foes.
  • skill, ring of death, opposite of ring of life.
  • skill, same as ring of life but with a small orb that can be touched for healing and the opposite too. sphere of life and death...
  • skill, traces of life/death. where ever you move to you create a tracing line of affect.
  • have more skills like the bird calling skill but with different animals that do different things.
  • weapon dropping skill but you can choose from a handful of weapons to drop that have only one or two skills available to them but the skills are very strong and this weapon can be re-dropped for other players to reuse. these weapons would last longer than the previous weapon dropping skill or these skills could be usage based rather than time based.
  • mesmer skill, illusionary collision. target an area on the ground and all illusions quickly dash or get pulled to that area colliding into each other causing and damage to foes around it while healing allies.
  • animal attack skill, a bunch of small different bugs or insects come crawling towards and onto the foe damaging it with bites.
  • dance skill, start dancing to heal nearby friendlies while damaging foes. (i know it's silly lol)
  • ale drink skill, produce a mug or barrel of ale to consume and heal yourself and others around you.
  • ale barrel skill, produce a barrel of ale that can be picked up and dropped anywhere on the ground by any player. this keg...err barrel can be tapped and consumed by allies(to gain health)many times before it explodes, causing damage to nearby foes before disappearing.
  • have maps that players can get in the game so that players don't have to go to some website to find the maps. these maps could also be available to players who have finished the story or be revealed with limited disclosure as players progress through the game also, then getting to the area that the player chooses to go to would be a matter of being able to get there. having an area permanently revealed on the map would only show that the person has actually been there. maybe have areas of the map translucently covered if a player has not been to an area in awhile. this would indicate to a player that that area has not been visited in awhile and may need another visit to see if there is anything new there. many shades of translucency can be used also to indicate various frequencies of visits.
  • for pistol shooting skills, add a reload time and reload animation after N amount of shots (even though there isn't any magazines to reload..).
  • for rifles shooting skills, add a reload time and reload animation to all shots (bolt-action like).
  • WvW, allow the best players from each server to participate in a few end of the year tournament matches involving only the best WvW players, maybe even have the tournament games twice a year...
  • turrets and autonomous objects might be boring to have to play with or against in pvp, so limiting or shortening their life span or usage might be a good idea.
  • lots of people are complaining about over-use of particle effects, especially in large groups, affecting cross-profession combos and strategic gameplay, and some with not enough visual feed back for the affects of conditions like poison or bleeding to show that they are in affect, so those could probably use some adjusting.
  • there is complaint about some professions being overpowered in pvp, like necromancers or gardians. the problem looks like the other classes aren't overpowered enough.
  • a reviewer also said quests requiring killing of N amounts of things seemed like an outdated style of questing so perhaps replacing that type of questing with something more innovative(unprecedented), enjoyable, puzzling, requiring critical thinking or just fun to do.
  • lots of reviewers like the immersion the game has but there are complaints about some dynamic event quests that to some degree break the immersion, like by knowing how much to kill when they shouldn't. those details should be looked out for. but more power to suspension of disbelief though :-).
  • escort quests might be a little over-done so spread them out, speed them up or replace them with some other type of quests. also over-doing something or repeating a theme too much could diminish the impact or interest of that thing too. also in WvW and parts of the game, a player should be able to somehow speed-up the thing that is being escorted by consistently interacting with it like pushing it to speed it up for a medium distance and if the player stopped interacting because that person was being attacked or something, the thing being escorted would return to its regular pace.
  • emote-jumping is pretty funny, i kind of like it lol.
  • have some unnatural environmental and weather effects like trees just becoming uprooted and levitating in the air, animals floating around, creature walking on ceilings (sometimes unnatural), reverse flowing waterfall, things that shatter and then reform back to their previous selves, animals that spawn from plants, etc, surreal things. try to have reasons for having them though.
  • animal activities. have bears that swim around to catch food, birds that dive into the water to catch fishes, animals that go to lakes to drink water, all animals should be eating, drinking, hunting, collecting food or sleeping..or playing with their offspring..or their offspring playing with each other..or building a home or running away from a predatory animal kind of thing..sometimes alone sometimes in groups sometimes in swarms.
  • have city npcs randomly do something, maybe for awhile, then leave after finishing then come back and randomly do something else for awhile. these are the less mobile npcs i guess. have a couple of routines for npcs to do. maybe spread them out through out the day then have most of them go to sleep at night.
  • have lots of random dynamic events in buildings in cities like celebrations, festivals, concerts, games, theatrical plays, drinking games, dances, contests, sales bazaars(that kind of thing), shows, entertainment events, fires, earthquakes, bandit invasions, royal visitors, hero visitors, riots, protesters, organization party upheavals, group gatherings, marriages, construction npcs who need help erecting new structures, street performers, lost children, other things some small medium some big.
  • cities should have lots of and mostly non-combative dynamic event quests in peaceful times. occasionally have them have dialog conversations with players where players choice of answers will change their dialog with some type of reward outcome. these will seem like story telling parts of the game but are just available to provide interaction with npcs.
  • have a few older style quest npcs in town for a good mix too.
  • have lots of functional things in cities.
  • city establishments. have schools, health facilities, specialization places, churches, jails, where-houses, outhouses, crafting shops, hardware shops, clothing shops, armories, novelty shops, bakeries, pubs, game halls, breweries, butchers, grocers, trade shops, bookstores, libraries, news stands, kiosk stands in cities if they aren't already there. have direction signs on streets and name signs on buildings to indicate what kind they are.
  • skills with longer reload and activation time should receive more experience points before all the skills are unlocked for a weapon to speed up the unlocking process in weapons that have high reload time. required length to unlock each weapon should be the same regardless of skill activation intervals.
  • have skills that shows the effect that it is being performed on a players back side so that other players do not see it being performed unless they were facing them at an advantageous angle (like the flanking or posterior side).
  • have a skill that creates a cloud of smoke that players can go into and hide to prevent other players from visually seeing what skills a player is performing. call it cloud of deception, obscurity, obfuscation, laundering or facade.
  • have a skill that creates a square flat border-less up-right standing window-like screen that causes all players and non-environmental objects behind it to be invisible. anything can go both ways through this screen except for players attempting to go through the front side of it(or it could be used as a filter to negate certain affects or damaging things that go through it or reduce its effectiveness in some way). players behind it see a translucent screen. if a player is hit by something that came from the front of the screen then they momentarily become visible while the affect of the thing hitting them is causing an affect. call it pane, window or screen of invisibility.
  • have a few different random start-up voices for pvp matches because just having one can get repetitive.
  • have a skill that creates a large area wide(well fairly wide) cloud of smoke and particles that slowly moves in a random direction of the wind. anyone in this cloud is blinded, receives damage over time and loses a few random boons.
  • have a skill the has the player swaying a heavy weapon around in large circles(maybe a ball and chain or wire with a handle at one end kind of thing) damaging foes around it before letting the weapon loose to fly towards a selected foe to inflict damage on it.
  • have something to provide for improved lighting underwater. maybe an omni-directional(glowing type) and directional(flash-light type) light emitter.
  • have some kind of underwater breathing sound.
  • have lots of collect-able things at the beds of the bodies of water, like shells, coral, conchs, sea snails, starfishes, small sea creatures, shipwrecked treasure and other things that would be carried along in a net sack or some kind of container.
  • fast swimming or some kind of fast underwater traveling method should be a regular thing since many fishes and other types aquatic life usually move around quickly underwater; lots go quickly darting around at very fast speeds. maybe some scuba diving gear should be given to players when going underwater or an aquatic creature could be summoned as a mount or as something that has a leash that players can hang on to sort of thing...
  • have lots of animals that live or hide in cracks and crevices underwater.
  • speaking of speed, lots of land animal are fast too and some will their speed to ram into other animals and to chase down them too. small birds like humming birds are extremely fast. some sprint, some dash, some trot, some gallop, some hop, some slither, some crawl, some lunge, some stampede, some jump from tree to tree, some fly from tree to tree, some just live in trees.
  • when players are mining for resources underwater, they should be hanging on to a rock or something with one hand and mining with the other. that looks more realistic than standing upright in the water and picking away at a node with a pick-axe using two hands.
  • having currents in parts of the underwater area will pull players and things in different directions if it is not moving around. if the player moves with the current he/she will move faster but moving against it will cause the opposite. currents in the water can steadily move things like rocks and plant life back and forth making things look more active and alive underwater. lots of light current and some strong ones should do well underwater, maybe stronger ones deeper under or between narrow pathways. the same can generally be applied on land too. many classic games use current in them as part of the game-play.
  • have water locations that have deadly or dangerous whirlpools that drag players down it.
  • did i mention have aquatic life that glows in the dark?...
  • giant ocean animals and plants are great too(though not too unusual seeing as how big the ocean is and how aquatic life tends to grow to sizes that are influenced by the size of their environment, if they live long enough though too). with that subject too, creatures in the game should grow larger in size if they 'live' longer in the game. giant animals would be great.
  • have tadpoles that swim around with the frog people or just the frogs. there tends to be tadpoles around when there are frogs around.
  • have skills that have strengths and weakness that revolve around having affects on different sides of a player. for example a skill may cause damage to players in front of someone while giving supportive affects to players behind the person or to the side(s). or have skills that cause vulnerability areas to the back, the front, the back and front or the side(s) while being used. a skill may give a wide cone area affect that directs forward after a certain width that supports or damages the front and back while creating a shield to the sides of a player or some variation of those things.
  • have strong wall shield skills and weak wall shield skills. some impenetrable, some that break down with damage. some that just reduces damage. some that reduces damage percentages that increase or decrease percentage with subsequent damage received. some that reflect damage back while others that reflect damages to the sides, potentially causing damage to nearby foe allies. some that redirects damage to the sides of a wall (maybe directly 90 degrees or some that pass through but direct it 45 degrees to the side) so that allies could more or less possibly be in the line of damage. have wall shield skills that are hemi-spherical that deflect damage to different angles. have some that modify incoming affects to give boons or reflect affects to alter the affect itself. have some that emit strobing pulses of damaging rays or fields that increase strobe frequency with more damage received. have some that strengthen the wall and/or the player when damage is received. have a spherical shield that absorbs the damage and passes it through the other side of the sphere or just allows the damage to pass by without damaging the contents of it. have some that protect only the top of the player (an umbrella like shield...).
  • WvW, have some crowd dispersal units (some autonomous some not).
  • WvW, have obtainable mobile units that are not specifically for sieging or breaching but for other purposes, like to provide for incoming defense or countering group assaults, like a skill but with greater strength and on a larger scale.
  • WvW, design the war units like skills but scaled up.
  • WvW, autonomous things are not always fun to play with so consideration should be given with them. have some semi-autonomous things too, that can be manually operated by players if deemed by the player. these semi-autonomous things could increase effectiveness when operated by players too or have increased capabilities etc.
  • WvW, give each capture node the ability to be created into a different type of node with options to produce different types of resources, to provide a more strategic type of game-play. examples of node types would be, supply resource node, war unit factory node, mixed node, etc. each node would have a set of possible resources or units that it can produce, depending on player choices. those choices would determine what kind of node that node would be.
  • WvW, in strategy games, it is fun to be able to stop, prevent or slow somebody down from doing something like defending, upgrading, building, capturing, or using something etc. having someway of doing those would be great, whether directly or indirectly. or in other words deny or delay someone or some group of something.
  • have a skill that creates a ring on the ground with a holographic image of an animal in it and if any player step into that ring they would become that animal with the skills and speed of that animal for a length of time. this skill would allow for choices of a few animals too. ..or random animals would be used with each subsequent use. the name could be spirit of nature.
  • since armor is usually an expensive and material intensive thing, why not have a trade-in value thing for it as a less costly upgrade path. when you trade-in your old armor, you should also have an option of keeping your previous skin too if you'd like. each time you trade-in your armor, the cost for the new armor is reduced to a small amount which would equal to the amount of how much you are upgrading to... some examples of armor level and costs, 10 1000gold 50titanium , 20 2500gold 125titanium , 30 4000gold 200titanium, 40 6000gold 300titanium, 50 9000gold 450titanium, 60 14000gold 700titanium, 70 23000gold 1150titanium, 80 40000gold 2000titanium. can you guess the formula?... cost of level 80 armor after trade-in of level 70 armor would be the difference price of the old armor and the new armor which would be 17000gold and 850titanium. that way your base armor cost plus your upgrade costs only equal to how much your maximum armor costs and no more, so buying high level armor early would not cost less than just upgrading progressively. kind of a confusing suggestion but whatever.
  • each boon or condition affect should have a timer bar or a timer showing the remain time before it expires.
  • a different type of layout for skills on the skill bar would be like this (two bar skill system); (skill bar 1) mostly damage based skills on skills 1-5(which still has a weapon switch mechanic remaining), mostly control based skills on skills 6-10 , and a switch to a second skill bar (skill bar 2) for mostly support based skills on skills 1-10(skills may not fill up whole bar too). and depending on what profession you are, damage skills could be 1-10 (skill bar 2), control could be 1-5 and support could be 6-10 (skill bar 1)(*this part may not be necessary or may need to be reworked to fit with the weapon system). different professions would switch the skill locations around. this would separate all the skill types and make it easier for players to use the skill types that they need for a certain situation. this system may be more complex to use with the weapon switching system mixed in it...
  • use the left mouse button as the default dodge key.
  • have a few large 25+ man dungeons so that large guild groups could participate in dungeon 'raids' together.
  • have skills that can be activated or used while jumping.
  • have skills that change into other skills when jumping is performed (examples of a jump skill would be one that does a down forwards kick type of move or a fast down forwards body launch attack kind of move or one that causes a burst of light around the player that goes in all directions kind of move etc or whatever). these skills would be aerial type of skills. some would allow for greater area of coverage (like explosive attacks) since the ground is not closely under the player. players have higher elevation to reach things that are higher in elevation.
  • have a skill or jump skill that places the player in an elevated protective sphere that prevents melee from reaching the player. while in this sphere the player can shoot projectiles out and do whatever. this would also cause the player to not block ground pathways. the player falls to the ground after the sphere disappears of course. name: levitated or elevated shield of protection
  • have a skill that places the player on a elevated and fairly large platform that the skill creates. the player can move freely around that platform also and in addition to that projectile from underneath the platform are reflected back. this kind of platform can be very tactically used. name: vantage point
  • have crouching skills.
  • skill or condition, called petrification or petrify, turns player into stone. player is immobile, cannot use skills and is immune all skills and damage(maybe also lose all other conditions..).
  • have a skill that causes a player to shrink to half size and then be encased in a impenetrable sphere to quickly be move towards a target and then rapidly bounce off of five(or however many more) other targets. each target that the player hits causes a random amount of damage per hit per target, one random condition to a random target, removes a random boon to a random target and causes the last target to launch back and also causing the most damage to it. if the player is below 50% health when using this skill, after hitting the last target the player bounces off to a random location kind of far away and but is healed for damage dealt to each target as it hits the target or may heal for x amount after arriving at final location. name: pinball action
  • have some ground targeting skills that are directional, where you can choose where the action starts and finishes, like where a lightning storm or shower begins to lightly cause damage and then end up in massive chaos along some directional path of destruction.
  • have some directional ground targeting skill(possibly aoe skills) that allow for the player to choose how long or short the directional line the skill uses. when the line is the shortest it produces the widest affect but when it is the longest, it produces the narrowest affect. this coupled with the linear aoe effect skill above this skill.
  • WvW, have funny, interesting, scripted or context sensitive dialog text appear on the chat dialog bubble of a player that would be visible to players of other servers. since servers cannot directly communicate with each other, this would make WvW combat more fun and interesting when players are watching the other players of another server.
  • WvW, have, on the mini-map or some kind of player accessible map, regular status updates of perimeter conditions and other relevant info of each capture point(ex. a keep wall) in real-time, so that players are constantly informed of capture point info, like whether the front or the side of a keep is close to being breached or has been, etc, and can make better decisions on what to do on the battlefield.
  • have a mechanic to expand player inventory, whether it's the storage or carry along bags etc, player inventory should continuously expand(or contract..) to meet the demands of players. have this as a game-play mechanic or some kind of game system. storage capacity seems to always be an issue with many players, finding a solution for this only makes sense. example of inventory expansion, each part of the personal story opens more storage, things that create storage demand creates storage capacity... a thing that could be done in addition is, every month for active players, two storage slots could be appended to storage space, increasing storage gradually and making storage more awesome. the ever growing storage space.
  • having particle effects and other things go in reverse motion looks nice too.
  • to give a more RPG-ish feel have at least a few complex game objects and a lot of simple objects. for complex objects could be things that can somehow be processed, manipulated, prepared, broken down, refined , used in conjunction with other objects, be instrumental or cooked, like food for example. and for simple objects, something you can stand on, sit on, climb up with (might be more complex there), throw...those kinds of things, like rocks or outdated maps, that don't change form or provide many functions.
  • someone on a youtube comment also suggested a clear trail breadcrumb button or feature thing for the mini-map compass. sounds like a good idea. here's the comment "Man, the minimap gets so messy with breadcrumbs that it becomes almost useless if you've been in an area for any length of time. They should add a button to clear the trail... ogrejd 55 minutes ago 2".
  • cow launching device? sounds like a precursor to a player launching device.
  • a skill, similar to the fear condition in a way, that spins a foe (maybe in a few circles) so that it faces the opposite direction then knocks the foe forwards to the ground. name: reversal knockback. also causes dizziness.
  • a skill, spins the player around in circles. causes condition dizziness
  • condition: dizziness. description soon to be given...maybe something like dazed...
  • for in-game real money bought items, have things that can be obtained in the game like chest keys etc, but don't make them too cheap (real money cost wise), otherwise in-game play time becomes too cheap and becomes worthless in itself. causing inflation in gold and in-game playtime, i guess, and devaluation of everything else. alert, attention, cautiously approach this option with care.
  • have some funny event fails. have different flavors of events. they should be active story lines or active content added and continually updated in the game.
  • have different level structured pvp for beginners and advanced players. examples, all level 20, 40, 60 and 80 modes or maps. level 20 players could be limited to 10 utility points to use and so on. or add extra health or advantages or handicaps for different playing environments.
  • show criteria needed to get different medals in dynamic events and whatever other things. people have been asking for this inclusion.
  • somebody wanted a combat log too. maybe a full log(fully inclusive of all players...) may be given after a match. i guess if current mid-game log isn't enough...well people want their combat stats and info...actually even mid-combat like a chat log.
  • team leaders or officers could play a more important role in battle or structured pvp by having given statistical info of what other players are doing, where they are, how many siege weapons are on the battlefield, and other info like that. games like counter-strike also show the name of the area where a person is in on the map being played when they chat in the text chat window for tactical info when playing.
  • have vehicles, even if just for WvW or team v team pvp. have vehicles like you'd have in a fps game. a vehicle with a catapult in the back of it would be fun ride around with.
  • have some skills that will project things towards the players camera view then away from it towards the front of the character. make the skills look 3-d-ish like a 3-d movie kind of thing. or even have boons or conditions that do that etc. this would give a nice 3-d-ish effect and feel to the game. i know it's gimmicky but lets get past that.  :-D
  • minions, pets and summoned things etc need to be player interactive, where the player is able to interact with it to perform some action. otherwise they become some boring ghost that just follows the player around doing it's own thing.
  • having large sized party teams is great in pve or pvp. 15-20+ would be great. or even more with just the first whatever amount shown with a portrait and the rest as name text only or even just small little portraits is great.
  • have destructible things like statues that will reform after a period of time. or even plants.
  • players should get extra loot, more experience points, title recognition, recognition while playing shown to other players, match recognition, bonuses etc for doing things like multi-kills, finishing moves, resurrecting, and tasks that are difficult to perform. player need to be rewarded for skilled game-play, that is a great mechanic to have. give medals, award things, give titles, show for others to see while playing, give gold, give in-game currencies, give special model skins, give slots, etc. skilled play should be recognized, announced and heavily awarded. a 10 consecutive hit attack, noted and awarded, plus points towards your title.
  • have guild association linking even within an alliance group with guild hierarchies, with name-able relationships associated with relations of the guilds. for example sister guilds, partner guild, subsidiary guild, leader guild, branch guild, helper guild, trial members guild, etc. have options that allow guild members to setup a linked or subsidiary guild the may have shared permissions and access to the parent guilds resources like chat visibility or chat room access or guild forum usage or resource sharing or guild promotions. include guild merging and seperation options too. guilds would have chains and hierarchical parent and child branches within each alliance. outcomes could be where some guilds may only have relations to another guild by lower chain child guild resource sharing associations and other scenarios like that. have permissions to allow a child or only one child guild etc and other permissions like that.
  • variation of escort quest, allow players to choose among different destination points (but don't overdo escorting and allow escort expediting).
  • have strong almost undefeatable foe groups that will chase players for long distances or almost anywhere but have safety spots that players can set-up or capture as refuge points to protect against or be used to fight against these groups. these safe spots could be set-up throughout the world as safety points to escape from unruly foes. have upgrades and add-ons for these spots, have some sponsor-able by guilds. maybe have up-keeps for some of them.
  • have creatures behave realistically in the game, like where animals would usually run or swim away. have jelly fishes behave like jelly fishes or shrimps move away from things like the way shrimps would (rear-wards tail propulsion ordeal).
  • have an option to specialize in one or two specific weapons. when a person is specialized in one weapon, that weapon gives one extra skill with that weapon. the attribute points get a boost for that weapon too. the abilities and attributes of that weapon becomes more complex and extensive. the graphical details of the animation of the weapon and the skills associated with the weapon become more in-depth and have some extra 'flare' to it, so when another person see's someone using a skill he/she would know if that person was specializing in the weapon that was performing that skill. elementalists could just specialize in an element since they don't change weapons in combat. having two specializations might be interesting too, one a major and one a minor. the major would be stronger with more skills extra for that weapon and higher attribute bonuses than the minor. specializations would give each player a visual and combative distinction in a battle field. perhaps the weapon can become more ornate too.
  • to add a little extra touch to the options and menu system, when the player selects an option (like strength trait), his/her character say 'strength' aloud or something sensitive to the context of the option (like 'this will make me much stronger! to win my battles!!'). this might give more immersion to the game too.
  • a melee dagger skill where to player jumps towards the foe and stabs it in a downwards motion causing it to bleed and become immobilized where afterwards the player can immediately use the skill to quickly stab the foe repeatedly by rapidly pressing the skill button repeatedly for further damage. kind of like needling shot but with a melee weapon instead. name: needling stab or or hacking stab or something like that
  • here's an interesting outtake on squad communication on reddit.
    • "[–]Soloyolo 4 points 7 hours ago

I think you have to take a larger approach with squads. To me, a squad should serve a single unified focus. Like your check the supply camp example, the squad should'nt have anyone deviating from that objective to be effective. So, I wouldn't think of squads as just groups, you should thnk of them as specialized units of differing sizes."

    • "Dracius 1 point 4 hours ago

That's what I took away from this, but that being said there needs to be another layer of communication. Squad members relay info to their commander -> that commander relays it to the other commanders -> each squad then responds accordingly. It all depends on the size and role that ANet intends for the squads to fill. In WAR they had warbands and each group inside the warband had 6 members. Each group would get a leader and then the warband leader would only communicate with those players and their own group members (who mainly just followed the warband leader around). If a secondary objective needed to be taken, you could easily specify "Groups 6/7/8 take the SE node" then within those groups they'd just coordinate their own actions. In larger scale fights where there were multiple warbands, every warband leader would join a public channel we'd create so that we had a way to communicate. Each warband would then be assigned a general task and then within the confines of that task they could execute accordingly. If commander to squad member is the only layer of communication that's in place, advanced maneuvers for large forces is going to be quite difficult and private channels will have to be utilized (and voice chat is a given). You need a way to receive information to be a good commander, not just issue orders."

  • another reddit thread
    • "[–]Xanthostemon 2 points 6 hours ago

I'm guessing this is still usable with the party system, and team chat system... it doesn't say it replaces any of these, just that it is an extra option... I guess what that means (if I am correct) is that you and your party can join up with whichever commander you feel is trying to obtain objectives that you feel comfortable with... If my longshot guess is correct, this could open up some very interesting ways for smaller focused groups of friends/guilds to operate, if they could all be in the same party, and yet all be in different squads, to get an overall view of whats going on and making a decision based on information given by different commanders... all of that is depends on whether or not the squad system, and the party system are independent of each other though... which isn't very clear in this write up.."

    • "[–]Imbrifer 1 point 34 minutes ago

Very interesting. I hope you can still be in a small party while in a larger squad. Organization is power, and being able to ping and draw while your 5 person party is flanking as the rest of the squad hits the front gate would be very valuable."

  • some interesting points on reddit.
    • [–]Oxyminoan -2 points 6 hours ago

"Joining a squad is just as easy as sending a whisper or a party invite. Simply select a teammate and right-click their portrait. If they’re in a squad, you’ll see an option to join their squad. Click that and you’re in! The commander doesn’t have to approve your request—you can join and leave freely." Surely they'll have the OPTION for private squads. There's very obviously going to be a limit on the amount of people in a squad - what if I'm trying to organize a guild or alliance event and have random players joining my squad? Being able to "kick" them (if that's even possible) isn't enough if you have people constantly joining and rejoining, taking up valuable space in the squad. I could see this becoming an absolute nightmare if the proper controls aren't put into place... permalink

    • [–]majorjunk0Darasuh Ferrumclaw 2 points 5 hours ago

I doubt they'll have a limit and since all a squad is is one figure head and a map marker I say let randoms join permalinkparent

    • [–]lorest 0 points 4 hours ago

Having the ability for Private Squads is a MUST! Having an organized guild or alliance squad with Pug idiots jumping in and not following directions is unacceptable. Private squads with the commander and either squad leaders or assigned people should only be able to invite. Have both private and public, but let the people decide what works best for them. permalinkparent

    • [–]Cyberus 1 point 43 minutes ago

I don't see what having a private squad would add. From the sound of it, space isn't valuable because space isn't limited. And it isn't like an instanced raid where you can just kick people out and get them permanently out of your hair, this is in open world. Players tend to follow large moving groups of people whether their presence is actually wanted or not. Allowing them to join freely will at least keep them organized with the group rather than just have them getting in the way because they aren't getting the same direction.

  • add some push-back to flame-thrower flames.
  • have camera screen droplets that drip etc on screen in rainy weather and other effects in other weather. immersion +1
  • make character movement animation very visceral and life-like with impact, like things have mass and momentum. added attention to details like when leaping forwards and backwards can create a sense of physical kinetics that can add to the immersion of the game. the bow string draw animation looks very nice and has some nice details to it, by the way.
  • having an assortment of kite pets to fly in the open world would be interesting. having balloons that can float up and around the open world and be popped would be fun.
  • having things to do or see for enjoyment besides depleting foe life bars would be great. defeating foes is just a barrier to a completion of a mission, with a limit to its strength and weakness which then determines it difficulty. adding complexity, variation and strategy to it, makes for a more interesting barrier.
  • pets need underwater breathing apparatuses too.
  • death animation, player spins around from a slash of an attack and falls down onto his/her back with one hand on chest and the other on the side and his/her eyes turn reddish..a little eerie but might look nice.
  • have some dark and moody music for environmental terrains that corresponds with it.
  • skill that creates autonomous type companion units (minions, elementals, clones etc) that self-replicate, morph into another unit (of its set of morph-able units) or clone-morph into nearby creature, evolve (mutate itself based on environment conditions, environmental interactions(other creatures fighting skill types etc), can spawn minion units maybe of itself or of sub-creature, or a combination of any of these. these things appliable else where also.
  • skill that creates a uniform wave that spreads outwards in a circular shape to a diameter size and then contracts back to its source, like the wave of a drop of water in a cup. when it spreads out it causes damage to things that it hits, peaking its damage at its largest diameter, and when it contracts, it pulls in things that are within it, causing peak damage again once it reaches its center. skill: tsunami this skill could also push things outwards then inwards...
  • have an animation of the player putting on the breathing apparatus after being underwater for a short period of time (can be interrupted if player begins to perform some other action.
  • have undead zombie foes. they're just fun to have around in a game.
  • have rocks and boulders underwater that can move and sink to the floor, and on land that will tumble around when thrown or also sink when thrown into water.
  • don't limit item conjuring to just weapons!...speaking of that...giving armor some visual enhancements when it is enhanced might be a good thing to have, so that other players can easily see that you have some armor boons on you. maybe a plasma-like armor shell or something of that sort could be used as an add-on modification to the skin of the armor. having conjured armor would be a more limited boon than area-of-affect armor boons also.
  • have a second set of different types of skills for each weapon to manually aim or use that weapon instead of auto aim to allow for manual play that requires more manual accuracy and precision based game-play than a skill choice selection based one. one or two skills for each weapon would be fine too.
  • have 8-bit type character models as miniature type of pet or something in the game that is 8-bit in nature, as a tribute to the 8-bit video game days kind of thing. they also look pretty neat and cool too.
  • have cute things, you know how females and children love cute things.
  • modify skills and traits based on pvp needs and let pve players play around that.
  • make some good challenges that challenge large groups, small groups and individuals.
  • if you want to make firearms projectiles more realistic, make them drop in height over distance and get affected by the wind.
  • add scopes to firearms for more accuracy and a higher chance of critical damage.
  • make the stories engrossing, engaging, compelling, suspenseful, intriguing, thrilling, incredible, unbelievable, captivating, amazing, inspiring and memorable. all at once :-D
  • to prevent or deter an over concentration of player forces, make sure there are some measures in place. an example would be, when players are concentrated in an area, all players within that area are reduced in strength. this will ensure that concentrated groups will not overpower an area, resulting in lazy, mindless, button-mashing. the same would be applied for foes too.
  • on-land game-play seems to have a lot in it while underwater seems more lacking. underwater game-play should be a focal point of gw2. it should have things unique to it compared to on-land game-play. on-land game-play is easier to create since everyone knows how it is done and how it flows but underwater is a territory less explored by many games. more effort into underwater game-play would set gw2 apart from many other games in the genre. on-land game-play has been done to death, let's delve deeper into underwater game-play and push the envelope further. land game-play has weather affecting it, what does underwater have?
  • have an underwater WvW map with underwater submarine units.
  • have a on-water naval WvW map with naval war units.
  • have submarines, torpedoes, sonar, nuclear missiles...
  • have a subterranean (underground) WvW map.
  • have a aerial combat WvW map.
  • for transition to the next version of guild wars because of new innovations, technology updates, story-line continuation, expansion, restructuring, improvements etc, aggregation of stats of should be considered. which stats will transfer(or possibly transfer) should be informed to the players.
  • guild wars should be updated like application software yearly to new versions. whether it is a major update or not will depend on the version number and build etc. name changes could reflect trends in new versions. new content or new integration with web technology could just be parts of the update. also price of update should reflect or be in-line with how much or what is included with the update(s). this will ascertain guild wars continued evolution into an ever improving game at a consistent and timely rate. guild wars could be the base platform into other gaming avenues possibly too.
  • accounts, player info, character names, player server locations, etc, should be flexible to allow for updates and changes to accommodate for user changes as necessary (with necessary security measures and other considerations of course).
  • broken armor. players should have an option to repair the armor if it becomes broken. they shouldn't have to restart a dungeon or any completed content because they've become too vulnerable after dying multiple times. instead, they'd have to go to a safe spot, pull out their armor repair kit (hammer and anvil), and start pounding away at it for a few minutes before their armor is at full strength again. cost? time and maybe some silly animations and some button mashing...a little repair game could be involved also... first repair could be short, then progressively take longer after subsequent repairs, costing players potentially tons of time trying to beat a difficult dungeon.
  • there should be a way for gw1 players to gain definite access to betas if they are not able to pre-purchase gw2 right now, maybe through a quest or something for each beta...this would also give people more reason to try gw1 too if they haven't already yet.
  • computer AI should be less perfect and more smart. smarter AI is more fun to play against and perfect AI's are cheaters and just make playing the game impossible and frustrating.
  • most items in the in-game shop should be fairly cheap (a few dollars or even less) except for things like power related items i guess, so that players can buy mass amounts of things at their leisure and not worry about over spending on their buying. gift-able things are good to have. kids won't need to spend too much neat little things that they like if they don't play well enough to gain the gold that need to get all the things that they want. it'll be easier on their parents wallets and purses too.
  • in WvW, have the commander play as you would have a player in a RTS game, where he could select players or groups of players as you would select units and direct them to go somewhere on the map. having presets for selected groups would help destination directing easier. think of a good rts but with real people who would require less micro managing than dumb semi-autonomous units, possibly.
  • WvW, commanders could micro manage squads while pro-commanders could manage commanders in large area strategy for higher(or a more macro) level strategic game-play. if pro-commanders had access to semi-autonomous support units, they could manage those also to provide support for players. matches might be too dependent on pro-commanders though... a successful server would need to work as a full team to easily counter their opposing servers. give commanders and pro-commanders the option to hand over positions also to make managing more fluid and dynamic. playing in WvW will probably be mostly about numbers (of players) and how to use them, so management of those numbers might be important to achieve victory.
  • many people have requested a very low system requirement version/option/setting to the game; sounds likes a good thing to have. reducing polygon count and other processor intensive graphical options even further than usual (and schemes like this) would probably be useful in this case, which would allow more players of lower end computer systems to run gw2. netbook players seem to be a good base (intel atom and amd c-series processors + integrated graphics processors).
  • make the player and other things bob around in the water when they are floating or are not moving around, from the buoyancy, to add more realism.
  • add some dirt that is flying off of the players shoes as they are running and clouds of dust with that too as a nice little detail to the running animation.
  • players should have a free character reconstruction and rename after, say, reaching level 30, so that players can quickly make a character and get into the game start playing it without having to worry about character creation so early in the game. this should be told to the player in the beginning of the character creation process also, so that they can create whatever and not worry about making a bad character or choosing a bad character name, resulting in a time wasted character re-roll. actually, a couple of fee-less re-rolls should be allowed for experimentation purposes, like say 3 or 4 (levels 20, 40, 60, 80 or 30, 60, 80 etc), which would be great. any change beyond that and you are penalized by having to pay a fee of $5 for each subsequent make-over. having a story or some game related explanation for the make-over reconstruction would be a nice little touch too (like one of the gods gave you the power to reincarnate yourself or something like that, or one for each god...would be fantastic). character creation is such a complex process. first you have to choose your race, profession and sex. then you have to choose your physical characteristics, and finally you have to choose your name. ideally, it should be a easy, flexible and inconsequential process. or trivial and carefree to put it another way.
  • about skills balancing, focus should be on their usability (stand-alone usability if possible) in a pvp scenario rather than there overpowered-ness. a unusable skill is just a filler quantity skill to meet a quota and a waste of a potentially good skill spot.
  • have some ways to extend the size and/or duration of combo fields and the such and the opposite of that.
  • be able to extend the use of conjured weapons somehow. they seem fun to have around. maybe some blood sacrifice or some trade-off skills...or even some ways to enhance the abilities of conjured weapons.
  • WvW should be heavily economy based since many wars are dependent on their abilities to produce supplies needed to wage the wars. winning the war relies also on the other part of it, which is how well parties involved use the resources (to defend, attack or prepare for each, maybe with some preventative measures).
  • have some creatures that can be knocked onto their backs to expose their weakness, which would be their bellies. oh and also have creatures that are like turtles, where they can go into their shells to become very invulnerable to damage.
  • having rising and lowering water levels oceanic areas would be great.
  • have players knock their heads downwards with their backs crunched forward if they jump up too high and hit a ceiling. added immersion +1
  • a RP (role playing) dedicated server would be a interesting type of server to try to make. you would probably need at least a few things implemented to try to make it a playable with little problems within the community of gamers. some things that might help facilitate things may be a RP only chat channel, having only randomly generated RP names choose-able by the player, content that supports RP game styles, RP catered events, suggestions in the game that show players how to RP with maybe examples or something to demonstrate role-playing etiquette, role playing rules...maybe a player can be tossed into a non-RP server if they do not abide by those rules (perhaps temporarily)...a whole role-playing specific game content could be just for role playing.. their could be different levels of role playing on different servers where heavy role playing servers would have stricter rules within that server. creating a game around a player-ran type role-playing environment might be something that arenanet may have to add to their cookbook if wanted to try to release a version of it to the gw2 community. this could be a challenge that they could take on if they deem it development worthy, and also if their is a large demand for it too, i guess.
  • each skill should either have multiple similar animations or animations that have some randomness to it so that it looks natural and non-repetitively boring. well...this would probably be best in all the animations in the game. some animations could be random while others could be a result of something else in the game. this would make the game feel very natural and lively.
  • add shot and projectile blood spurting and wounds to the animations to add more realism to them.
  • having the user interface in the game adds more immersion since most of the focus of the game should be on what's in it's world as opposed to the flat out of world UI available in many games. the out of world UI should provide an easy to read and clearly visible game indicator and interface tool, while in-world interfaces should be used to for functionality (perhaps not always clearly visible) and immersion into the game. this is done very well in the game Dead Space as an example. having a life bar near your own character similar to other creatures in the world, adds to the immersion that your character is cohesively similar to the rest of the world. maybe a redundant miniature version of the skill bar could be added and placed near the character to add functionality and focal immersion to the that focal area of combat while the larger regular foreground skill bar would be available to provide fuller and clearer details of the UI. a 3-d skill bar that tilts and pivots etc with character movement might add more immersion too.