User:HH LEADER/Guild Wars 2 suggestions/Allow moral choices in character development
Guild Wars 2 Suggestions |
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Allow moral choices in character development(Discussion)[edit]
At certain level-intervals, characters should reach moral pathways in the storyline that will influence them to appear Good, Evil or Neutral (if not by appearance, then by different skill/armor choices). The outcome should allow others to physically identify the character's alignment. An alignment will be final after certain level is reached.
Alternatively or in addition to waiting for a certain level to be reached, a moral choice finalization can be completed when character has obtained certain number of 'Good', 'Evil' or 'Neutral' skills that could be achieved as simple as asking a question, where the answer determines the character's alignment and/or easily identifiable characteristics of received skill (e.g. skill effect and its colour).
- Why this is a good idea
- Players will create and keep their characters who already made their choices while creating more new characters (for each profession) just to see how they will look like and where it leads them.
- This could create an option for Guilds and Alliances to hire only based on Good, Evil or Neutral alignment, which can give an interesting twist to the battles in PvP providing that Character Guild Allegiance is implemented.
- I know that some people don't want to be the good guy.
- There would be an alternate ending to the game and a whole new side of GW2 to explore.
- It would allow a whole new type of PvP that would be similar to AB.
- It can be an expansion pack later on.
- Allows for better characterization. More often than not players will find themselves skipping dialogue in GW1 due to the generic responses and "You're a hero so you're doing THIS" outlook.
- Character alignment allows for better personalization to the player.
- Many RPGs have put this idea into effect, and the majority of them have been very successful. Fable, anybody?
- Why it may not work out
- If Character Guild Allegiance is not implemented it will be less rewarding for players to work on different types of character alignment for difference in appearance can be achieved by means already known in GW1.
- It will greatly increase the number of armor sets and skill variations if implemented by both effect and colour (however if variation is only by colour, this won't be a problem)
- Once choice is finalized characters cannot switch over (this could be not a disadvantage, depending how one looks at it)
- some players want the alignment to be everchanging. e.g. : "If the alignment was everchanging players might enjoy it more. In order for this to be more easily incorporated dont let alignment change the storyline just the heros and henchmen you play it with. Make alignments based on a point system between like -50 to 50 where every thing below -20 is evil, above 20 is good, and in between is neutral. Earning points would be easy. ex: you see a villager getting attacked by monsters, you have 4 options, protect the old man and kill the monsters(2good),walk away( 1 neutral, 1 evil), grab the old man and run away(1 neutral, 1 good), kill them all(2 evil).btw i only wrote this paragraph.Talos the Hunter"