Feedback:User/I approve this pwn/random suggestion spam combo 2

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  • 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.
  • if arenanet wants pve leveling to be more challenging, then make defeating a boss a prerequisite to advance to the next level every 10 levels. so for example, if you are at level 9, you can't reach level 10 or higher unless you defeat a level 10 boss, and 19 to 20 and so on. each boss would be like a required test to advance before you could grind your way to the next 10 levels. their would be total of 8 level bosses that would be needed in order to reach max level. so if a person reached level 9 without defeating the level 10 boss, then no matter how much experience they accumulate (which could be saved until they defeat the boss also), they would never reach a higher level until that level prerequisite boss is defeated by them.
  • beta weekends should be every weekend for a month and then have a month wait.
  • have server with name of location of server (to minimize ping latency if needed) and option to choose default home server to play on, if needed (to play on the same servers as friends).
  • separate each chat channel(chat room) into its own segmented box aligned on top of each other or side by side so that they can all be read concurrently, so that it isn't all clumped together, or have that as an option.
  • have camera shake and other effects as a type of visual feedback to actions in the game. examples of types of actions and feedback effects: usage of a skill (may cause camera shake), an action in a skill (can lead to a camera shake), sideways dodge roll (causes camera to sling over sideways for a brief moment) etc. these (mostly examples of camera) effects give game-play a more active visual feedback and immersive effect. having an option to disable the effects could keep them from overwhelming players if it becomes so.
  • be able to pre-register your guilds name and player name prior to game launch. maybe through registration on the gw2 website. also be able to modify account names and other info after registration too.
  • norns need a easy to see visual distinction from humans besides size to make them more distinguishable, like a head, facial or body characteristic not found in humans.
  • make skills like whirling defense have player controlled mobility while using the skill and make all (or ones that apply) skills as player controlled mobile as possible, which many look like they do. ones that don't have player controlled mobility should have some other benefit to replace the lost mobility (e.g. a stronger or/and faster action).
  • to keep game-play lively and evolutionary, professions should be given one or more new game-play mechanic every few months or a year in addition to new skills, no matter what new content is available. new game-play mechanic could be just anything that makes each profession more unique or add more fun-ness to the game-play of the game. if necessary some restrictions could be used in competitive pvp.
  • new purchase-able game content should be in the form of additional maps, dynamic events, stories etc. new skills and profession mechanics should be available to all players whether they purchase new game content or not. this would make gw2 a game that is not pay to win.
  • also, each update to the game should provide new additions to each system in the game if possible and rebuild it if necessary to continue a evolving reiterative process. players would rather have a better or more efficient system within the game than one that is old and archaic and is only there because of the simple fact that it only barely reasonably works. and revert back to an older system or mechanic etc if necessary if the new one takes away something from the game or breaks it somehow, players would probably have that rather than a less fun or desirable game.
  • having a basic in-game voice-over-ip feature means that everyone doesn't need to install many voip software to be able voice chat with certain players.
  • there should be at least a few fee-less home server transfers given to players before there are fees attached to transfers. again this would allow for more flexibility and experimentation before players are charged for jumping around to winning servers etc or whatever. fees would then serve to help curb or deter server jumping.
  • since WvW has home server restrictions, each servers WvW rank and/or score should be shown to players so that they can choose WvW server that best serves their game-play type preferences.
  • gw2 should have a futuristic robotic alien race with lasers and all sorts of cool futuristic high-tech things like weapons and starships etc that comes to tyria and invades it and tries to take over everything. oh and have lots of great looking graphics and effects with them too.
  • gw2 collectors edition should include a gw2 t-shirt and/or cap and other swanky swag. or add them to the gw2 store.
  • players need to have a walk-to-enemy button to get close to selected target to use melee skills. otherwise, melee combat is very difficult to perform effectively versus ranged combat.
  • showing an item in chat isn't easy to do. it should be easy to do or be able to find out how to do it.
  • WvW should have it's own menu selection icon like structured pvp. it is difficult to find and to get to.
  • network error codes are not meaningful or useful to players. better descriptions, helpful tips and relative information attached to them would be more useful to players.
  • make everything intuitive and easy for the player to do and find.
  • WvW, have assign-able positions for players like 'defending keep' or 'scout' or 'castle assault team' etc which other players of the team can see, something like how commanders appear to other players.
  • have a local chat channel that is proximity based that is only visible to only players in the vicinity of your area, so that players can chat to only close-by players who aren't in their parties that may be more relevant to them than the world or each whole map area etc.
  • explain what everything does in the game and how to do things. some online-video reviewers have suggested 'pop-up tips' for it, which sounds great. that sounds like a simple way to do it. people like playing games that they know how to play. doing it skillfully and achieving some goal while doing so is another thing. the easier it is to learn how to play a game, the better. try not to assume that players know how to do anything, this would make for a better and more thorough introduction to the game for a wider audience. a major goal of the gw2 dev team should be to inform players of what everything is and how anything is accomplished in the game. the more detailed and thorough the info, the better. knowing how to play a game well is what makes it enjoyable for many players and makes it fun for them. learning how to play it is the barrier that keeps many players from trying to play it or even giving it a trying chance. players should easily know and understand every detail in the game front and back if devs want players to try or play any or all parts of it.
  • have a wall shield skill that allows the player to place the wall in any direction (vertical, horizontal, diagonal etc). when activated, the player can choose to place the shield anywhere on a hemi-sphere bubble around the player so a shield could be placed at a 45 degree angle in front of the player or horizontally on top of the player to protect at those areas and angles etc.
  • WvW, have more mounts like siege golems and other different types of war mount units and non-mount units like trebuchets etc. each unit would serve different purposes and have strengths and weaknesses like you would have in a strategy game like chess or total war. each unit could have abilities like RTS units do. don't forget ground, hovering, underground, underwater, on water, air, etc units. and units that bounce around, glide, hover, that can go from water to land then to air and the other way around, etc.
  • WvW, have 'defender', 'assault', 'scout', etc positions for players like the commander position but instead of strategy managing type of role they are given unique skills and buffs etc to help them perform their role instead. these roles/positions would be limited in numbers as commanders would be with possible upgrades with technology tree upgrades, world bonuses, etc.
  • WvW, have defensive mini protective forts/bunkers that can be built by multiple players on the field that can be disassembled and reassembled when need. players could go into these forts for protective cover against incoming attacks.
  • WvW, have a Tesla coil unit that can be built to electrify attacks of players within its area of effect. this would be like an electric field but on a larger scale and be stronger and also lasting longer. this unit would also randomly give high strength electrical boosts to any player in its affect radius by striking players with a electrical bolt. this unit affects all players within its radius. slow health drain within the radius might be good too. other siege units can be used in conjunction with this unit also.
  • WvW, have a Morse code machine that is easy to use that players must use in order to send support units to another capture point. the machine will require binary number input instead of counting numbers also.
  • have fleets and swarms of foes fly down from the sky to attack different areas in tyria as an event.
  • have a naval invasion as an event.
  • have war vehicles and leisure sport vehicles for all types of terrains (on water, underwater, ice, snow, sand, mud, land, air, etc).
  • have a skeet shooting mini game.
  • have a skill that creates a star that goes supernova, implodes and then creates a blackhole (one with swirly liquid energy and particles of matter and photons being pulled into it etc) that pulls players towards it and causes damage and then teleports them to a random location when they reach the center of it.
  • have lots of snow and wind in high elevation mountainous areas, their usually is a lot of those in those areas.
  • tough to capture, low winning odds (by numbers of player opposition) or high stakes capture points should have greater visual and game rewards like fireworks or flashy glowy things etc, and bonus supplies, gold, other currencies, personal bonuses, guild bonuses, server bonuses etc.
  • in WvW, have a preliminary pve computer player that is very tough to defeat. all servers work together to try to defeat that computer player and cannot attack each other. after the preliminary computer round, points and resources acquired from it go into a mainly pvp round that begins next. also have some neutral computer controlled territories around for servers to capture. more different rounds with different goals could also be added too.
  • in PvW, have a planet that moves across in the sky that gets closer and bigger day by day, and as it does more and more creatures arrive from it until it gets to its biggest and fullest size where it then begins to shrink day by day. this would be the semi-annual or monthly celestial cycle of a planet of a nearby solar system.
  • the thief should be the master of thievery and should have its game-play based around stealing and things related to it. it should get more bonuses for stealing. stealing should somehow make it more stronger, agile or better somehow. thieves should be able to steal more than one skill. they should be total kleptomaniacs.
  • warriors should have more burst skills.
  • make the miniatures in gw2 behave like the heroes in gw1 (each mini with their own set of skills and all), in a mini game like a mini RTS game or some other game like that.
  • have a classic sideways only view platform jumping style area or instanced zone etc, where players can play in that mode. also have a top down view only map too. have these maps made to play as the game-play would match with these angle of views would play (2-d stylish). make a arcade style map too with arcade style type of game-play to match it, with arcade-y elements in it like power-ups etc. have new skill bar skills to match the maps if needed.
  • in windy areas have loud windy sounds. have sound to match stronger and faster winds and light and calm winds too. make thunder sound loud and thunderous etc. environmental weather sound should be louder than most other things since weather is much greater in size and volume than every other noisy thing.
  • have some market and other gaming systems like mmorts Caesary (not the buy to win payment stuff though :-) )
  • since there is crafting and cooking now in the game loot drops should be more specific to which foe or things drop which things. new gameplay mechanics can be built around this too. tbc.
  • have traps and other resource aggregate things that can be set throughout the world and checked on periodically for accumulation of captured or collected items.
  • have indoor sounds like echoes of reverberation from footsteps in a large hollowy room or sounds of clocks ticking away and striking a bell every hour or so etc. have muffled sounds of laughter or chattering people in rooms nearby. have sounds of footsteps from people walking above floor. have doors creek as they open and close. have tapping sounds of the wooden soles of shoes as they tap against carpet, wooden, stoned, or tiled floors etc. have sounds of glasses being filled up with beverages or falling on to the floor as tables may be knocked over causing loud sounds of crashing and glass shattering and tin goblets hitting the floor and bouncing and rolling around. have thumping and pounding sounds from people fighting and brawling in a room next door. have singing and dancing and musical instruments be played. have dishes clattering and water splashing in kitchens as people are washing dishes. have food sizzling and bubbling as they are being grilled or boiled. as bartenders are collecting mugs they are clinking together. as people are seating themselves the chairs are screeching along the floor.
  • have launching knock back ranges of close, mid, far and very far.
  • have a skill that pulls projectiles towards the player or to an object, like a gravitational pulling type of skill.
  • have a skill that creates a shield dome that expands with each incoming absorbed attack. after X amount of absorption or length of time the shield explodes, causing damage to nearby foes.
  • have a lottery system similar to state lotteries that will generate tax revenue and be a gold sink for players. also have lots of gold sinks for players to spend their hard grinded currency on to enjoy with in the game.
  • have a budget system for each city in each server that will determine how well developed that city becomes for the server.
  • have a half downed state before the player is fully downed. in this state the player is limping and walks half as fast but is still mobile. all skills are half effective in this state. when resurrected, players go into a half downed state also before reaching full normal state. also a powerful godly state might be good with a brief boost of power to the character.
  • have a skill that launches a bubble like thing at a foe that traps it into the bubble and moves it in the direction that that bubble goes. this bubbles movement may also be influenced by the player or other players.
  • have a skill the creates a glowing energy ball that another player can increase its damage output by adding more energy to it. this skills secondary skill launches the energy ball at a foe.