User talk:Gaile Gray/Archive Guild Wars 2 suggestions/April 2008 Page 1

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Realm of Gods for All of 'The Five'

In Guild Wars 1, there is only a realm for Balthazar (Fissure of Woe) and Grenth (Underworld), could there be some sort of realm for Dwayna, Melandru and Lyssa in Guild Wars 2. Or is there some sort of reason for not doing so? Officerofwet 21:44, 1 April 2008 (UTC)

Spoiler alert: The following text contains spoilers relating to the story of Guild Wars.


You forgot one God. -- Alaris_sig Alaris 21:56, 1 April 2008 (UTC)
When you really think of it, Kormir's realm is the realm of torment previously inhabited by abbadon, she jsu thasn't been able to clean it out in GW1, but maybe that'd be something to add to GW2, the re-made realm of torment in kormir's image. Lord Zepherr 04:05, April 1, 2008 (UTC)

Good point, end of margonites and those sort of demons: margonites vs a god... Officerofwet 22:09, 1 April 2008 (UTC) yeah... Kormir should sort out the realm of torment, and there should be more realms for gods, maybe Dhuum and Mhenzies could come back into the story in GW2

Well the realm of kormir is the chantry of secrets which is cleared out. Now it's guarded by the forgotten. But yeah I suppose they could make the realm even bigger
Don't you mean Throne Of Secrets xD!

I've been thinking about a cool sort of melandru realm that i might make on my Gwiki account (or GWW, i can never tell em apart unless im at them), but making relams for all the gods wouldn't be that hard. while dwayna is all happy and healing, I'm sure some evil can be found there for you to go kick down. it might just wind up being something like an introductory god realm, to get people used to the large scale realms without way too much challenge. Uberxman1028 06:40, 5 April 2008 (UTC)

Melandru's Realm should have hidden tamable creatures that spawn randomly( ie:a young dragon) --The preceding unsigned comment was added by User:68.255.80.102 (talk).

Faster Movement

I've had an idea, couldn't we have like horses which u can ride or some sort of flying animal, so u can get around the place much quicker, maybe like:

  • On horses you move at X2 speed.
  • On <some sort of really fast land animal> you move at X3 speed.
  • On tame dragons you go at X6 speed.
  • On <ultra fast flyer> you move at X15 speed.

These may come handy if we had much larger, explorable areas/world generally, especially if we didn't have so many teleports like map travel. Officerofwet 22:03, 1 April 2008 (UTC)

This migh tbe something you want to move to Mounts section up above. Lord Zepherr 04:07, April 1, 2008 (UTC)

O, sorry, my fault..., anybody who reads this, assume its part of the bit in the mounts section Officerofwet 22:14, 1 April 2008 (UTC)

Lol we're copying WoW now? xD 65.34.193.183 19:07, 3 April 2008 (UTC)

To move this away from mounts a bit, I have seen games where you can walk or run, the latter of which would tire you until you can only walk again. Rest up a bit, and you can run a bit more. You tire faster depending on how much weight you are carrying and upon your level (the game mechanics are different in the game than in GW or GW2). But it's an idea worth playing with I think. It would allow those wimps of us to run for our lives when the big boss appears. =D! - Knux 17:35, 5 April 2008 (UTC)

That's just a little bit too close to exactly the same as WoW...--higgin3 21:55, 8 April 2008 (UTC)

/sighs Yet another WoW idea...The Cabal 00:44, 9 April 2008 (UTC)
You guys are forgetting WoW isn't the only game nor the first one that does faster movement, mounts etc many games were doing it before WoW and many will after WoW. Just annoys me everyone comparing it to WoW then its not the only game nor the first to do all this. 122.109.43.82 02:37, 11 April 2008 (UTC)


1. This is getting pretty close to WoW. 2. Basically, you're going to have to choose: Map travel, or mounts. I would choose map travel

2. NO you are not going to have to choose get your facts right Anet have stated for a fact in the PCGAMER issue map travel is staying because it was one of the key features of Guildwars 1, we want both. 122.109.43.82 13:32, 16 April 2008 (UTC)
Why both? I really don't see a point if map travel stays. All that comes to mind is an easy way to abuse mounts for running and/or hunting only specific groups of enemies. --Frank
why both? because there will still be allot of land inbetween cities that you would want to get to and no doubt guildwars 2 will more map area than guildwars 1 and it will take way longer to travel inbetweeen cities etc to dungeons etc. Oblivion is a reason why we need both. 122.109.43.82 09:41, 23 April 2008 (UTC)

The Scarlet Letter

Okay. I'll admit it. I did a bad thing. Being fairly new to the whole online gaming experience I honestly had no idea that RMT was such a horrible thing. I thought, "HEY! This guy's selling Gold." So I got suspended. Fine. I got to thinking something that might discourage such things and to really bring them into the open is public humiliation. If you're Hester Prynn, when you commit adultery you wear a scarlet letter 'A' for the town to see what you have done and as a warning to others that there is a form of law and a code of conduct, the same is true within a make believe world. So, this could work for all campaigns and perfect test for Guild Wars 2, characters caught violating policy could have a mark over there head to indicate the policy they have been convicted of. For example... I bought gold I should get a big 'THEIF' over my character's head for a month. A person caught using profanity should get 'POTTY MOUTH' or something. They could be icons that people would need to look up on WIKI. What could be more fun than to see the sins of others.--76.88.204.117 05:56, 1 April 2008 (UTC)

Ugh... had to read that book this year... but apart for the literary reference, not a bad idea.Ashes Of Doom 12:13, 1 April 2008 (UTC)

I had another idea. During the suspension of a character and effigie of that charater can be found in stocks in some of the larger towns for other players to visit and throw vegetables at.--76.88.204.117 03:53, 2 April 2008 (UTC)

That would definately add the shame of doing something to it, it would also be a good reason not to do anything( imagine 300 people throwing rotten vegetables and bricks at you! caw...)!

well i do amite that public humiliation would be a good idea but how would that really stop ppls from doing the crime in the first place. i mean woopie i bought gold and got caught and now im in the stockade with some thing over my head saying im a theif or a cheat. i got caught..... see what i mean. it doesn't stop the problem. they will just keep doing it over and over again. it is good that they only suspended your acct though and not banned for your transaction. and NO!!! im not pointing fingers at you. ppls have goten so spammed by it that they ignore it. but those around you should have reported it to the admins asap and they should have taken care of it fast. and the other ppls around you should have voiced that that ppl was doing something wrong and that anyone buying will being banned ..ect ect. but you also have to address the ppls that sold your the gold in the first place. so now u know if u see it or get spammed by it you know what will happened to someone else who falls for this. yell it out and spam it yourself so other ppls don't make the same mistake you made. -sai baku71.229.193.97 15:48, 12 April 2008 (UTC)


Remember though, Anet does have a lengthy Privacy Statement. When you report someone, they almost always tell you that they can't tell you about what happened to the person reported or anything. This idea might not be able to go very far depending on the limitations put on by the Privacy Statement.

If you think back and remembered what happend in the book, Hester's "A" became a sign of kindness, and love. what's to say that the same thing won't happen in game?

Guild Wars 2 Skill Names

It would be nice to keep SOME of the skill names of GW1. Even if "Light of Deliverance" acts completely different from what it is now, at least there will be some familiarity. Renin 12:45, 1 April 2008 (UTC)

But entirely confusing, since you're used to LoD from GW1, and now in GW2 it's not the same at all? After a few yars with skills being a certain funcrion,if they keep the names, the function should be similar at the least. Yukiko User Yukiko Sig.png 07:27, 6 April 2008 (UTC)
I agree with Yukiko, there is no point in using the name of a skill for one that does a totally different thing. Bad idea.

i think the idea of branding could be a good idea beacause it could cause for the branded person to be avoided. but the stocks idea is pretty stupid.

Skill Descriptions in GW2

Quote of Gaile Gray http://wiki.guildwars.com/wiki/Talk:Game_updates:March_2008#Developers_priorities : "And lastly, the creation of these skill descriptions is, in a way, tied to development of Guild Wars 2. This is a way for us to experiment with how we present skills..."

Does this mean you guys are considering presenting the GW2 skills in the concise-type of way? Sure, a few skills like Dismember, and Sever Artery have extra information, like explaining deep wound and bleeding, but in general I believe the classic skill descriptions would be an are easier to understand by newer players. 65.34.193.183 13:38, 1 April 2008 (UTC)

Make It A Real World

I would be so happy if you guys at Arenanet could make GW 2 as a "real" world. Things that i would like you to include is landshaping, wearing out grass at a place would make it to a path, and building houses, not yourself but a npc that builds them. Then auctionhouse, a big metropolis city that all the players can live in, if they pay ,not in real money of course. Mounts as mentioned before. And the game mechanics should be reworked to so that with bow or wand or ANY weapon you have to aim, but still making some system to help aiming a little.The game could be played in thirdperson or in firstperson and in offline or online.But when in offline you get henchmen with you and cannot use things that could affect the community of players.No instances could be entered but killing some monster yields exp and gold and items but like auctionhouse can't be used in offline.Different factions and making a own faction from a guild/alliance that is over 300 players or something like that. Then player built cities or areas heavily influenced by players. Race should be not so many but still diverse but not too diverse like a flying eagleman versus rhino dude. No classes!!!! or main classes but not no secondary but you can learn other classes skills but not use them as well. A class that has many skills in the beginning but can then refine to a specific area. Like elmentalist first can use all water and fire skills etc but then wants to become "one with the fire" and then becoming a sort of "flamelord" with changed appearance. This could only be obtained through max level required quests that are long quests, like choosing secondary profession in GW 1. The max level is i think favored to 100, but you could only reach 100 after doing a quest to then become 100 so grinders can't get 100 with out doing atleast one quest ,heh. PLEASE Arenanet skip the instanced map and make it a free world(except the dungeons) but keep the maptravel, but like asura use the teleport to travel to main cities. Some kind of map wide viechle like train in the real world atleast if not teleport. Make it real.Aceben 13:59, 1 April 2008 (UTC)

You mentioned that the game should be playable in offline mode aswell. If you mean that you should be able to use same characters online and offline that means there's a bigger risk with cheating, like someone make a tool to alter the character in offline and then going online with it. --LittleBacillus 19:25, 1 April 2008 (UTC)
I can see your point but arenanet are experienced and could make somthing to prevent it--Aceben 11:28, 3 April 2008 (UTC)
If you made it like a real world it would be great if the characters aged over time, not like every 10 years they get a few wrinkles, but like you could make them at like "young", "middle-aged" or "old", i think this would make the world a little more diverse and also help to make characters' apperance more unique!
Cool idea btw, didn't think of that. Thanks. And I would like to add that we could change our characters body type like fat or thin or muscular, but i just love the premade faces options, it is far moore better than having too many options but maybe still many options are good--Aceben 11:28, 3 April 2008 (UTC)
I would be interested in terrain textures that change overtime depending on the kind of traffic they meet. Grass that grows taller when nobody had been there. Dirt that surfaces when too many boots have crossed it's path. It'd be easy enough, texture-wise. Have each "square" of the landscape keep track of how often it is stepped on, and at certain intervals throughout the day, change in opacity. Then the paths taken by players will determine where the "beaten path" is. People who are in for the true sense of adventure can intentionally stay away from them and know they'll be out there on their own. - Knux 17:29, 5 April 2008 (UTC)
I like that idea as it will help those who want to get through an area and are unsure of the best route. Maybe mobs could set up ambushes on those routes as well (so a new route has to be found) - perhaps only if player is of a certain level/skill though (based on number of deaths and party size). I can imagine that putting a lot of demand on the GPU (could always turn the option off though).

Someone mentioned character changes,like:wrinkels should appear and things like that.I have somthing to add to that,characters,depending on their level or combat,they should also get scars on their body and faces.Characters like that would show they are veterans or more skilled or have played longer than most.

As far as making it a more "real world" game the developers should take a look at the Z cam interface (Popular science May 2008, pg 28) which will be coming out for computers. It allows allows your body movements to be projected into a game (like what a wii does now.) The game should not require this interface but should be able to be compatable with it. Id love to be able to do hand to hand combat against some monsters in the future!

Gaining Wealth in GW2

I'm probably sure it's been posted somewhere else before, maybe even on this page, but I'm too lazy to look through this HUGE amount of text. Anyway, I was quite disappointed when I first bought GW when I came to realize, you couldn't mine, or craft or do anything like other mmorpgs allow to gain money. The closest thing I think i've seen to this day is crafting consumable sets and selling to other players. After a while, I got used to the idea of farming, but I think it would be great to be able to make your own stuff, like armor and weapons in GW2. 65.34.193.183 14:05, 1 April 2008 (UTC)

it would be nice to have more ways to make money. like having every class have different extra jobs. like a ranger could skin or a monk could make potions. -sai baku71.229.193.97 16:43, 12 April 2008 (UTC)

That would introduce grinding for levels, which would bring in more bots, which ultimately ruins the fun of the game. — Eloc 17:03, 12 April 2008 (UTC)

well your already grinding for lvs anyway, why not link them together or just leave them as a basic skills. -sai baku71.229.193.97 21:56, 13 April 2008 (UTC)

Agreed, this would definatly, without a doubt, entice more people exploit the simplicity of these things by botting them, day and night. This is unfair to people who follow the rules and farm without bots. You see hundreds of "fishing bots" and "mining bots" and "woodcutting bots" for other games which allow this. How many bots do you see for gw for fighting monsters and collecting money? Not many because it is much more complicated than simply clicking a stone to mine it.
Can I give a suggestion? Anyways, I don't think the traditional resource gathering would be a bright idea because it is very slow, and boring, hence the bots.
I think min able resources should appear only in dangerous locations, like rival miners etc, which kind of prevents bots, then we have these minerals to be unvealed randomly, rather than a timed thing.

Resources like Wood should have a system where the Better the quality woods, the more dangerous guardians there, and each time you chop down a tree, there is a chance of some creatures, like snakes to enter battle. Also, make it difficult to cut trees down by making YOU having to "attack" the tree in a first person kind of way. If you cut it the wrong way, maybe the tree falls on you, killing/knocking you out, or say the wood becomes destroyed. And as for fishing etc... I don't think that would be nessesary since GW has always been a non-potion/food based game.

As far as this is concerned, I think it would be better to not have players directly obtain and manufacture the resources. This isn't Runescape. It doesn't need to be. Capturing a resource for your guild and collecting profit selling the materials(which would be mined by NPC's) or processing those materials(which would be done by hired NPC's) would be more acceptable to me, and would keep the game focused on what it's good at: the combat. -- Kite 04:36, 23 April 2008 (UTC)
I agree with Kite - this isn't Runescape. And if they were to incorporate these alternative non-combat skills into the game, then we have the relentless quests that require us to use those skills, which is the last thing I'd like to be doing. - Quinn

In Game Events and Parties

Seeing Guildwars 2 is persistent I still want events and parties but more and better than whats in Guildwars 1 like the Winters Day, Dragon Festival or Hallowes Eve etc that have fireworks and custom items etc. It would make me and many other long time players really sad if these things weren't in Guildwars 2. 122.109.43.82 14:28, 1 April 2008 (UTC)

It'll be a mix of persistent & instanced. But otherwise, agreed. -- Alaris_sig Alaris 19:06, 1 April 2008 (UTC)
Yeah, I think it would be great if we could have like festivals celbrating gods or something like that!

Chairs

I would love to see useable chairs implemented in GW2. Limit their use to GH's only and available as a purchasable upgrade. Think about it, they would be perfect for meetings or parties. No more standing or sitting on uncomforable stone floors. Talk to the NPC to pick one up and carry it to wherever. Maybe on click it gives 2 options: Pick up and Sit Down. Appearance should be themed to match the GH, with the guild leader having the option of a slighly more ornate chair.LucyLythia 15:07, 1 April 2008 (UTC)

This seems a bit stupid, but I think it is a good idea, it would make the game a bit more life like, i like ti!Elcaron The Wise 18:31, 3 April 2008 (UTC)

Being an avid Roleplayer, I like this. Gives a lot more scope and a certain gravitas to Guild meetings, when the council can sit around a table discussing, rather than lounging around, or sprawled on the floor.

I would like to see a table and reserved places around it for guild officers, also rooms for each guildie which would be larger/better depending on the player - these could have a second use such as private storage, trophy and armor/weapon displays like in Hall of Monuments, etc. and upgrades could be purchased or earned for each room(titles, quests, etc). Each room could also have a system where mail is delivered (messages from players, the AUCTION HOUSE!!!which MUST be a part of GW2!!! etc). This would make a guild seem more central to the game. -- Lista Del Fuego,EPRP

That would be a great idea. I'm tired of giving my character hemerrhoids

Colour customising

Many people are colour blind, and the set of colours used to indicate players, enemies, NPCs, poison and so on in the display can cause issues. It would be nice if there were a few colour schemes for the display, perhaps thanks to consulting with a few colour blind people (of the various types), or a way to select the colour to use for different effects. --99.246.135.97 03:06, 1 April 2008 (UTC)

Observe Update

Obviously I'd like to see this for both the GW1 and GW2. I would love to be able to list a friend's character name into an field and just float around and spy on him or her playing where ever they may be. I like the Observe feature now, but, when I was dropped out of mission once, the game... for some reason, would not let me rejoin the party. It just dumped me in the last town or outpost. Rather than get upset over the technology failing me, I was curious to just watch them play.--76.88.204.117 05:38, 1 April 2008 (UTC)

Don't you think that this would be a slight invasion of privacy? Seeing all your friend's secrets of farming and their builds and stuff?Elcaron The Wise 10:14, 3 April 2008 (UTC)
Without a doubt I would have the player need to accept it first, or at LEAST let them know who is watching. It would be a bit invasive to let them do it whenever they wanted. Also consider docking options to customize this feature. Below is an example window for the setup menu.

Spectation

Allowed to spectate you: .[_] Guild .[_] Friends .[_] Everyone


Display:

O All

O None

O Only: .[_] Weapon .[_] Skills being used .[_] Current target .[_] Conditions, Enchantments, Hexes (etc) .[_] Health and energy (etc)


O's being radio buttons, [_]s being checkboxes

This would allow them to choose exactly what can be seen.


Real Time Live Game World

Title may be confusing but It makes sense I think.

Say theres a update and you relog-in to find a new passage open in a cliff (though you don't see it opening because its just a map change). Why don't we have real time world changes where that passive in the cliff opens before our eyes instead of being told a portal opened people ran out screaming why don't we get to actually get to see it happen. Real time world changes that we can watch instead of just logging in like most most games to have the map already changed.

When Gwen came out if kryta was persistent that chasm instead of just logging in and finding the chasm there we would actually see the earthquake make the ground cave in.

There actually is 1 of those so called Real Time Live Game thingy's. Ever been to Dasha Vestibule(Nightfall)? First, there's nothing, you come a little closer, then *earthquake*, then *gasps* waaw! a hidden door!, you go in and then *poof* new outpost... ^^ Spirit Of The Linx 15:18, 1 April 2008 (UTC)

If they did this, then the updates would take longer to make as they would have to make an entire cinematic to do, but nice idea though. — Eloc 15:43, 1 April 2008 (UTC)
I'd rather have the freedom to move and continue on doing what i am currently doing on and just have it scripted into the current living world and be like what the thet clif just collapsed ... etc than to be locked to a you must see cinematic as gw2 a persistent world everyone will be doing there own thing in any part of the map and when will all run to see whats going on. 122.109.43.82 17:37, 1 April 2008 (UTC)
Again sorry, but people who have a life outside of school and video games would not find this feature all that great. It wouldn't be like a pick up and play game like SSBB, Halo 3,Guitar Hero, FF etc.etc.-- Ninja Dragon User Ninja Dragon sig.png 07:25, 3 April 2008 (UTC)
Hey if you have a life great then you can just log-in and see what has happened already done without seeing it in real time like how it is right now and it is in every other online game currently (you don't loose anything that isn't already happening in online games and its not like you get anything for seeing it other than you can say I saw it happen) The only benefit is to those who like to play allot and are online at the right place and the right time will actually see it happen like the cliff collapse etc other than just getting a patch message and logging in and seeing whats changed. 122.109.43.82 11:25, 3 April 2008 (UTC)
They are planning on a cycling event system for Guild Wars 2, it's outlined in this interview. -- Gordon Ecker 05:09, 7 April 2008 (UTC)
Even a cycling event it would be nice to see the cycling actually happen in real time with the mobs all hoard into a area from a cave etc than just have them spawn and have a this area has reset message thing.122.109.43.82 04:35, 27 April 2008 (UTC)

Wider Array of Weapon Types Per Class

GW alrdy introduced ele swords .I think GW2 should expand on this. like maybe a necro toucher dagger for example. other exaples of this could be like a ranger knife that could change the nature around them or something.

Enhanced AoE/Targeting System

Perhaps it may be somewhat progressive to introduce a more intuitive Area of Effect for various spell casting skills. *Thinking back to skills such as Shockwave where there was increasing damage dependent on the proximity of various foes to the epicenter of the attack, or Splinter Shot and Cross Fire which caused auxillary damage which was also dependent on physical proximity.

I think it would also be nifty to provide more free-casting restrictions on specific area of effect skills. For example, casting a spell on a particular area instead of targetted on a particular foe. When selecting a particular AoE skill such as "Fire Storm" or "Snow Storm", part of the cast time is to determine the location that the skill will be casted. Upon pressing the corresponding key, the cursor becomes a pulsating concentric circle that displays the epicenter of the AoE spell. The player then clicks on the battlefield their desired cast location. *There will be restrictions of course. One can only cast within the cast radius, etc.

  • I make this suggestion, taking into consideration the nature of skills like Vow of Silence, Obsidian Flesh, Spell Shield, Spell Breaker, etc. These skills would be modified such that the target of those spells may possess their own radius, and if a caster were to try and cast their AoE on them, the concentric crosshair is simply red and not white, signifying they cannot cast within the radius of target foe.

Furthermore, the addition of skills that strike foes along a straight line can be added. Skills like "Dragon's Breath" or "Winds" can actually effect targets not only adjacent to target foe, but those infront *and to a degree* those behind target foe. A neat idea for an Assassin skill is a revamped "Death's Charge".. where "Shadow Step to target foe. Target Foe and all foes in direct Line of Sight to Target foe are struck for x damage."

Just another way to add more dynamic placement of people and more depth to an already excellent system.

P3hndrx 00:50, 25 April 2008 (UTC) Richard Phung (User:P3hndrx)

Converting More than one pet

In Guild Wars 2 You should be able to convert more than one pet. That would be fun and exciting because your pets culd in the background run around chacing each other having a good time. that would be comical. I think most people would like it. the abilities for the pets, eithor you choose both of them to do the same attack or say hold shift and press 1 or 2 and spesify their attacks. You could also have only pet able species,that spesify all their attacks into having pets and you could also have up to 1-8 because you have up to 1 to 8 abilities. For the converting a pet,you should be able to press a button and automacily go up to the animal you want and confort it to be your pet. if it refuses the you get to attack it with the pet you were raise with from all you remember.

Voiced Quests

Something I though about last night was to have all quests voiced. All quests would be both the usual quest log read format but they would be all voiced also. And having quests voiced I wouldn't want the number of quests to be reduced to accommodate it either.

I don't mind if gw2 becomes 12gb or more due to adding voiced everything in, it would make the game soo much better and a 500gb hdd here is just less than a brand new pc game.

And for those that want the voiced quests in different languages they could ship packs made for each region like a English voiced version or a French voiced version and you want more languages than just 1 have a option on a language pack downloader or a separate install dvd in the game one for each language. 122.109.43.82 04:51, 4 April 2008 (UTC)

Bad idea, voiced would lag more, be a lot more memory hog, and plus, they can not really customize to your name. --BodyxOfxPower 18:55, 4 April 2008 (UTC)
Ever played Oblivion? They manage it in that without saying your name. =D
Would not lag more because its not using the net lag relates to the ping between you and the server voiced quests don't use anything between you and the server cause its all stored on your pc. Memory only memory is for sound and allot games have speech etc so it wouldn't be different from other games, and customizing your name you get me on (Above comment, Oblivion and the Elder Scrolls games are a prime example of how its done) But you always will have the personal quest log with your name on it. 122.109.43.82 09:34, 6 April 2008 (UTC)
Good idea, but it does have some problems, game is in like 6 or more different languages each of them would need its own sound file, unless off course only English version will be there while other languages will have to do with text. There would be no more lag then having a winamp in the background playing some song, you know how your name sounds like you don't need to be constantly reminded trough chats with npcs. Not all quests even need a speech option, but then we have that already in missions. Biz 10:41, 7 April 2008 (UTC)
Sound files yea I know like I said sound pack dvd's included with the game or a optional download of other languages so you download only the pack you want. 122.109.43.82 05:54, 8 April 2008 (UTC)

Day/Night

Instead of the game beeing all set in the day with only little things at night as it is now it would be really cool to have a day and night cycle even if its not to real time day/night to acomodate to people all arround the world.

Creatures would also have there own day/night clock and where come only come out in the day or night. Also towns would have proper dynamic lighting (instead of just a lit window image) that would turn on at night and create shadows hdr rays etc.

This would be great, characters walking around in a dark alleywa would be spooky, brilliant!Elcaron The Wise 18:39, 3 April 2008 (UTC)

Yes that would be neat. However, you have to take into consideration that not all people play at night and not all people play at day which would hamper some people's ability to play the game if it affected spawns and stuff. Everything else sounds good though. The Cabal 00:37, 9 April 2008 (UTC)

I like the idea of having day and night, but I think it would be better if the GW2 day length were different to Earth's. For example, each day is 30 hours long. This gives all players across the globe a chance experience the game in day or night, regardless of whether they can only play from, say, 8mp - 9pm every night. I'd also like to see seasons and more "Real world" effects, such as changing weather.121.72.18.214 00:53, 9 April 2008 (UTC)

The weather idea is awesome! I just thought of something great. More plants, like weeds in courts. The trees changing colors as the year goes by and the season changes.. -azure mist- gw username: deaf bringer

I don't think it's a good idea making the in-game day as long as 30 hours. It'd eventually come to situations where in real life it's day but night in-game and vice versa. Many other MMORPG's have decided to make the day cycle alot shorter, like 1 hour. This would be more natural anyways, because the in-game time seems to be moving faster than real-life time. The Guild Wars game was released almost 3 years ago, but the storyline has advanced 9~10 years. And in my opinion, day/night effect should be added to every non-instanced area. It would be awesome to party "the whole day" in a city with friends and really see the sunrise and sunset, and telling tales around the campfire ;). Tho, for instanced missions it should always be a set time of day, such as a mission to "sneak into a castle during night". Gengetsu 13:53, 17th of April (GMT)

You could have multiple servers with different time zones. Vael Victus Pancakes. 22:32, 20 April 2008 (UTC)

Yes each server should have it's own time.I don't like the idea of making the day/night cycle only 1hour,it wouldn't be fun to run around 10 paces in the day and then the moon shows up.The day/night cycle should be longer(6 hour would be good).Each region of the world(ascalon,shiverpeaks,kryta,etc.)should have the time set 1hour earlyer or later,depending on the distance and from where the sun is rising.It would add realism to the game if it weren't everywhere the same time,in Germany isn't the same time as in England for example(get it?).

HDR, Shaders, Graphics, Scale

It would be really cool if you put in HDR lighting effects rays etc. Also cool if you put in Pixel Shader 3 mapping on water and other surfaces so we can get sparkling water etc.

Also up the graphics allot and go something like 'Oblivion' (brilliant graphics) or 'Saga of Ryzom' 'Vangaurd' or even the upcoming 'Earthrise MMO' in graphics as those graphics are unbeleivable. Also on graphics make it so its not meant to be played at a birds eye view like guildwars 1 is where everything down in graphics looks too big and ugly I want to see it built more like a 1st person / 3rd person roleplay game than a total birds eye mmo which we have currently. A bigger building scale is very important here also because everything in Guildwars looks like its only a few stories story with the scale looking like its actually smaller than that Build a bigger scale that when in first person it actually looks to size instead of scale graphics etc. 122.109.43.82 04:54, 4 April 2008 (UTC)

(Edit conflict) Hah, make it look like Half Life 2 or Portal. This would be nice, but it might kick off some of the older computers. --People of Antioch talk User People of Antioch sig.png 18:14, 30 March 2008 (UTC)

There isn't a complete birdseye view in GW1, it is actualy 3rd person, as you can adjust the angle you are looking at the screen, i would suggest keeping 3rd person and adding the option of 1st person aswell, as many prefer using 1st.

I know its 3rd person but the natural graphics scale of things currently is when you are zoomed quite a bit out of your character not up close 3rd person like gears oblivion etc and zooming in from that natural scale currently just upscales and stretches the image. 122.109.43.82 04:54, 4 April 2008 (UTC)

One thing that really needs to be there is better spell and skill effects. Both for spellcasters and melee classes. And also for enchantment and hex spells. There needs to be more cool effects and this will not only look cool and attract a wider crowd, but it will reward looking at the battlefield and reacting to skill animations (something that is nearly impossible with the skimpy effects right now). When I interrupt with power leak, I want a small bolt of purple to hit the enemy and "power" to leak out of him. When I cast spiteful spirit, I want a dark spirit (like the one in the skill icon) to fly out and envelop the enemy, hanging around him until the hex ends. Also, a broader casting animation would also be good so you can prepare/interrupt by having a watchful eye and fast reaction. Again, not only would this be totally awesome, but it would heavily reward skill based/reaction based gameplay (especially in classes like mesmer, ranger, etc.)71.126.66.45 21:30, 14 April 2008 (UTC)

Proper persistant Multiple Levels

Guildwars 1 didn't support multiple levels properly and Eye of the North had instances for each level.

In Guildwars 2 I want proper level support that is multiple levels all on 1 map and the minimap is done properly to the different levels.

That way we can explore underground caverns have underwater cities where we can swim down to and even cities in the sky we can fly too. Soo much can be done with having a proper multiple level support most single player rpg's do it so it should be included and would give soo many possibilities (even over the competition).

It has been said GW2 will feature the vertical axis more than GW1. Considering the other consequences of that feature, you may well be in luck.
P.S. Floating cities. That's pretty cool - Asura perhaps? -- Sirius (talk) 11:48, 30 March 2008 (UTC)
Accessible floating cities, as an outpost or part of an explorable area would be great, and 100% possible, especially with the whole z axis coming into play, no more killing something on a bridge directly above you with a sword... as for underwater cities and caverns, once again, totally possible. Would love to know if you have breath or not. They have done a lot with Guild Wars but if they can't accomodate much much more with Guild Wars 2 I will sorely be disappointed. 118.92.12.97 07:36, 2 April 2008 (UTC)

Libraries / Languages / Learning when are offline

It would be cool to have a Library system like the Elder scrolls games where all the lore etc can be read in books in game that you can buy and also skills Languages and few features you can learn by books also.

It would be good to see NPC races etc having there own languages that you need to learn to be able to do there quests etc as we in real life have a different language why cant in game characters.

Also on Languages and other learning things have it so you need a set of books Volumes 1-5 or books on a subject etc for each language or thing for example and when you are only offline the character learns the language or thing that you have the book for. That way Anet encourages us to take a break and also if you are offline why should your character just stop frozen in a persistent world. 122.109.43.82 05:42, 1 April 2008 (UTC)

OK, everyone's asking for the houses...pointless, but what about some towns with libraries in them where you can read, or since in GWEN you added in the ability for NPC's to talk when you click on them. but they talk about history of Guild Wars or the town or events that happened and you have to pay like 10 gp a scroll to read and an extra 5gp to listen, and, if you want you can take a test on each scroll or series of scrolls and if you get like 80% of the questions right you get some points for a title called Researcher, then Historian, Book Worm, Scholar, Ancient Scholar and you get more points for bigger tests. It would answer a lot of questions for ppl asking about things happening or that happened. Plus you could get an awesome title.--User Fire Tock sig.jpgFireTock 02:36, 1 April 2008 (UTC)

personally I think giving the characters diferent languages would be kind of stupid, it would make game play tedious and boring, having to refer to a book every 5 seconds when trying to take a quest just to understand what the hell the NPC is trying to say! Other ppl may like this but |I think it would be a waste of time!Elcaron The Wise 09:04, 3 April 2008 (UTC

Who said anything about refering to a book every 5 seconds I said that you automatically learn it when you are offline as your character reads a book you get at a library meaning at first it is just scribble but when you are offline in your 'real' life aka (school, sleep, out with mates) the character leans the language and its automatically translated (FFX Albhed anyone?) so when you go the area you don't have to refer to a book every 5 seconds to get the translation scripts as that is annoying for anyone even me. Its one way of quest locking and one fun thing that keeps you playing the game 'finding the texts' of the languages, Also it gets you to also have a real life while and have fun out of guildwars while you are waiting the time for the character to level up his language. 122.109.43.82 09:50, 3 April 2008 (UTC)
Kinda weird improving your character when you are offline in an online game, don't you think? I am all for a diversity in languages, as already seen in Encrypted Charr Battle Plans. But it would suit me better if you actually need to do something for it. Perhaps some kind of minigame, where you have to translate a few questions with help of dictionaries you found earlier. --Arduinna talk 10:40, 3 April 2008 (UTC)
May seem weird doing it offline yes but its a good excuse that gives you a chance to actually get away and do something else. And those that don't play often will surely love it because it means they can grind language when they arn't playing, All players must remember to always play games in moderation we even have notices in game about it. I'm sure theirs enough to do when you play. It would nice for the game to carry on with you character doing something else other than just frozen in time. 122.109.43.82 11:16, 3 April 2008 (UTC)
You are looking for an excuse to get away from playing? Sorry, it just seems wrong to me that you me you can improve your character by not doing anything. If you want to get better at X, you have to do something ingame. (That is why I think AFK farming lucky points needs to be addressed too...) And people wanting to grind language when they are not playing is equally weird because grinding implies you are doing something over and over. Not just getting to bed and reap the benefits from doing nothing. --Arduinna talk 16:06, 3 April 2008 (UTC)
Arduinna So if your character gets to do only 1 thing thats available only while you are offline you'd oppose it because you actually want to spend a extra 10 hours or more in game reading books and doing quizes instead of doing quests/missions and fighting gaining xp and leveling? I'm not saying I want the whole game played when I'm not in it, I'm saying it would be nice to have your char advance in 1 area or so when you are not online and have the character seem active all the time and looks like he or her has has a life instead of just frozen in time and of course there would be afk leacher protection for those that never play, see my post below on asking for things for the character to do offline. 122.109.43.82 17:07, 3 April 2008 (UTC)
Yup, that is basically what I am saying. --Arduinna talk 18:19, 3 April 2008 (UTC)
EVE Online has had great success with this system of leveling, You gain the required XP and when you have enough you spend it on skills (Say, Ship Command R3) and you wait a determined amount of time. It forces you to take a break from the game while advancing your character. This does not force you to go offline, you can still function with or without the training, you simply wont move forward, and in my opinion is a much better system than what we have now. 66.75.48.40 00:06, 7 April 2008 (UTC)dogonthehorizon
Good to know another game does it and its always nice to have the game and your player continue on when you aren't there to give a sense that the game is still living on instead of being frozen till you next log-in. 122.109.43.82 04:02, 7 April 2008 (UTC)
I don't like the idea of speedbumps hindering character progression. If someone has a huge block of free time and wants to get a new character through the campaign so they can play in the endgame areas, I don't think they should be forced to wait in order to gain the levels they've already earned the experience for. Language training times would make it harder to do quests with friends or form pick up groups. -- Gordon Ecker 04:49, 7 April 2008 (UTC)
Adding a language-learning system which solely relies on how long your character has been learning it would only bring unwanted effects. The Anet does not want to make GW 2 a game "where anybody who's played for 1,000 hours is going to be a lot better than somebody who's played for just 100 hours". This's what Ben Miller said about the new level cap in eurogamer sites interview (link here), but it should apply for this occasion too. Gengetsu 14:37, 17th of April (GMT)
Gengetsu did you even read the full first post theres nothing about how much you play its said you learn it when you are NOT playing so it makes ZERO difference if I play 1,000 hours or 10 hours both people will have the same level if they are both OFFLINE for that set period. 122.109.43.82 14:20, 18 April 2008 (UTC)
Ok, but does that mean that anyone starting to play the game at a later time will be at a permanent disadvantage? -- Alaris_sig Alaris 14:23, 18 April 2008 (UTC)
Not really any disadvantage I can see as everyone plays games at different times and the 'taking a break' period shouldn't be large anyway and should be a flow to keep users both playign and having a life and its not the servers are going to shut down in at lest 2 years as for library's reading stuff like lore etc is no disadvantage also. 122.109.43.82 02:47, 19 April 2008 (UTC)
I'm all for purchasing books of lore that have no direct value other than a good read, but it's gotta be displayed in a better way, than to say if I were to go onto wiki and read it for free (instead of online, in-game) (222.153.1.220 05:31, 22 April 2008 (UTC))

It would add some realism to the game if each race would have it's own language and the ideea with reading books,i like,but i don't agree with the ideea of characters getting better while theyre offline(normally if u don't play for a long time,they should get weaker cos of the lack of gameplay,but its retarded).A book(storybook,languagebook,photographbook,etc.)should open like in GW:EN and it should be only a few pages long(5-20 max)and after you put down the book,the characters knowledge should increase,this would be realistic.if characters would gain:new skills,abilitys,etc. after reading a certain book.But to learn languages...i think there should be...more options of learning a language(faster options than books)like:a tutor or minigames that would help develop the language of that race(more fun ideeas).We play for fun not for reading 10hours of books.

No Inappropriate, Stupid, or Totally Unreal Names

People everywhere have innapropriate char names.I want to put an end to that. So if someone types in an innapropriate name while creating their char, it would say "Sorry, no innapropriate names allowed. Try an appropriate name. Thank you." User:MoasRule

Um duh they have that -,- Type in Ass and see what do u get. Its just people are finding ways to get around it and if Anet have to take action its really difficult so it will not bother anyone. --Mithos Agar 15:01, 30 March 2008 (UTC)

Suggestion: try blocking out the more "obvious" workarounds. Such as azz=ass, beetch,biotch,bbetch=bitch, etc. The only time i think its any use is when its actually fuuny (in some sort of twisted way :P). Example: I have a guildie whos name is, "Its My Eggo Biotch" :D--User Raph Sig2.jpgRaph Talky 01:53, 31 March 2008 (UTC)

What about Dixie Normous or Midongs Dragon, Jenna Tailia.... how do you define innapropriate and how do you limit the endless possibilitys? Med Luvin 17:44, 31 March 2008 (UTC)
lol, actually someone at my school is called jenna taylor User Ash-ton sig.png (Ashton - talk - contribs) 16:26, 3 April 2008 (UTC)
Hmmm, i dont see why you would bother to do so much just to say "ha my names jenna talia i made a funny!" then quit gw forever....--User Raph Sig.pngRaph Talky 02:41, 7 April 2008 (UTC)
I don't minds playing with some one with "Pussy Whacker" for a name, I do how ever find annoying playing with some one named S P E C I A L T O D, or D U M B B O B. People don't have to be forced to rename characters if names found inappropriate, stupid or unreadable. They do how ever need to have their characters permanently removed for it =). Biz 09:36, 7 April 2008 (UTC)
There's also the Scunthorpe Problem: aggressive word filters unintentionally filtering out innocuous words and names which happen to share a letter string with filtered words. Some inappropriate names are going to slip through, which means that ArenaNet will have to rely on reports from players to catch everything. -- Gordon Ecker 10:50, 7 April 2008 (UTC)
Some of the blocked phrases are rather odd right now... For example, I couldn't get the name "N I G H T" for my Blackout Mesmer because the letter "G" in standalone form is apparantly offensive.121.72.18.214 01:00, 9 April 2008 (UTC)
To be fair, I don't really find it annoying to play with someone who has an innapropriate name. At the end of the day they payed money for the game, they can use it how they please. - Skeletor Il 13:32, 13 April 2008 (UTC)
Grrrrrrrrrrrrrrrrrrrrrrrrrrrr. Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr.[MoasRule]
Wasn't the character name "Charles Dickins" blocked at one point lol? - User FirstSunspear icon.png FirstSunspear /// Talk 19:33, 14 April 2008 (UTC)

There is one way to kill most of the loophole names. Just make it so there are 2 names only with no spaces or non-letters allowsed. Than it is easier for a block list to find innapropriate name. However who realy has the right to call a name innapriate in the first place, meaning change from place to place make what one person over call innapropriate here to be apropriate over there and so forth. - --138.210.201.49 07:04, 15 April 2008 (UTC)Shadowratz

No matter what filters you put in place, people are still going to find ways around them. People can recognize inappropriate things just by looking at it, computers have to be told exactly what to look for. There are hundreds of ways to change it so a computer won't see it as inappropriate. Then, if you try to put them all in, computers might block things that aren't even bad; just as above, where "G" is blocked, but the phrase "N I G H T" is not bad. The same goes for "Charles Dickens". There is just no fool-proof way of blocking all bad names (much less also allowing all good names).

Facepalm @ this whole stupid topic. Vael Victus Pancakes. 22:43, 20 April 2008 (UTC)

Best worst char name I came up with was Triar Phuck. He was a monk. -- Slarynn 18:32, 22 April 2008 (UTC)

Island Warfare

i think it would be cool to have a guild battle like match expect that each team had their own island and people had to use ships to carry uints, or they could fly to the other island or burrow a passageway to the other iland. also on a slightly realted note i reckon that gw2 should have more islan area espaly as they are adding swimming and a Y axis to the game.

Keep "Click to Move"

I really like the ability to click to move... I hate using the WASD keys. It is not very comfortable. I want to be able to play the game with just a mouse.

The Guild Wars interface as it is now is one of the best parts of the game. Please do not eliminate it because the elite PvP players don't use it.

I agree. I am keyboard challenged and the mouse is the only way I am able to play. I really like this game and I really want to be able to enjoy the second one.(68.98.34.71 06:39, 2 April 2008 (UTC))
Not sure how click-to-move would fare with the addition of new movement types, although I've seen some other games incorporate jumping and swimming with click-to-move. Perhaps, click-to-move can be restricted to only walk/run movements, and not make the character automatically jump/swim/slide, to make those new actions more interesting. → BROWNSPANK 10:58, 2 April 2008 (UTC)
I agree with this, I absolutely hate having to use the arrow keys, and shuddered when I heard that guild wars 2 was not going to have click to move!
Try holding the right mouse button to change your camera, then click and hold your left mouse button. You can then run and direct your character with your mouse. In GW1, you can also click (as if to click-to-move) but hold it instead, and your character will continually redirect itself to wherever your mouse is. This latter, however, is a form of click-to-move. I doubt it will be in GW2. - Knux 17:38, 5 April 2008 (UTC)
I find that click-to-move actually limits targeting/movement and camera abilities. I don't think it is as user friendly as WASD, with mouse buttons used for targeting/attacking and rotating camera angles. I was glad to hear that GW2 is planning to do away with the click-to-move. I agree with Brownspank as well. Since movement abilites are changing (jumping, climbing, swimming, etc..) I think click-to-move would be more difficult to use. --Sirus 22:06, 6 April 2008 (UTC)
I really don't care if my targeting and movment is limited. I am a player that cannot keep up with having to use 18 differant keys to be able to play. I just do not have the ability to move my character and use hot keys all at one. I am just not that digitly (my fingers) agile. It takes me a half hour to text message. Click to move allows this game to be a much more casual game than a first person shooter. I can relax and play. And that is why I play. --Eskinkc 00:57, 8 April 2008 (UTC)
I played the fps's, online even, so I can play the WASD. But I also liked the click-to-move relaxed gaming, and I will miss it. I'd love it if it was kept, even if not everything could be done via it, like jumping of climbing. -- Alaris_sig Alaris 02:31, 8 April 2008 (UTC)

i don't really like to move with the mouse. i really like to use the keyboard. if u have trouble with wasd keys why not just use the arrow keys instead.

UGH! You are missing the point I don't want to have may hand permantly attached to the keyboard in order to play this game. --Eskinkc 13:49, 19 April 2008 (UTC)

I think we should keep it, but only to satisfy as many people as possible. I for one use WASD, but many people like click-to-move. You want to sell as many copies as possible right? Why not make everyone happy when you can? Have you all forgotten about the option in the setup menu "Disable mouse walking"? In addition to that, I would like being able to click the compass to move when a button is held (this not to interfere with drawing and map pinging). It would make it easier to move through large areas without having to navigate through a big maze. GW's Click-to-move does a good job with moving around obstacles to get to the destination, hopefully click-the-map-to-move would do the same.

Think about the good sides, I think removing click-to-move will effectively make farm bots almost extinct in GW 2 :D Besides click-to-move is very limited when y-axis is introduced to the game, how do you signal that you want to jump or climb up something? WASD keys are very easy to learn and is just a matter of practicing, it leaves the mouse for changing camera angle and interacting with things. Besides there's the auto-run button R which you can use similarly to the click-to-move, you just move the camera angle to change which direction you want to run. Gengetsu 20:12, 17th of April 2008 (GMT)

Click to move is a useless option except for in town. That is the only place that it should be allowed. What does it matter whether your right hand is "glued" to the mouse or the left is "glued" to the keyboard. Click to move is inefficient and should NEVER be used outside of a town or outpost. As it stands now you can play the game with your left hand on the keyboard only, and be much more efficient than you could ever be with a mouse, and still have your right hand available if necessary. Everyone has their personal choice but my opinion is click to move is useless and is for lazy uncoordinated people that will not PvP well if at all. It shoudl be removed from GW2 except for towns and outposts.
Keep it. It cant be that much coding. Its also the only way my wife can play she gets sick other wise.
keep it for new players when you first start useing the keypad can take awhile to get used to

Guild Wars 2 Questions

Hey Gaile. I was wondering some things about the new Guild Wars which is coming. I hope you don't mind answering them!

  1. What new professions will be available?
  2. Will there be a choice to select your race - e.g. Human, Asuran, Tengu, etc.
  3. What kind of places will there be? Deserts? Jungles? Beaches?

Thank you for reading!

P.S. I might just throw in an idea of my own. I thought it ould be cool if there was a new combat system which is involved. For example, certain mission will allow people to use ships to battle. Another idea I have is a special, new, PVP mode. In it, chracters would compete to try and get the most kills against PVE monsters - a cross of PVP and PVE.

Finally, I wouldn't mind know the name of one of your characters in the game ... That's it. Yours as you see it, M.A.D

Ignorance is really no excuse. Read the backlog of this talk page telling you that they don't know much about GW2, so you shouldn't even bother asking. Even if they knew tons about it, it wouldn't be confirmed, because designing a game like GW must be... "perfect", in their eyes, so things are likely to change. Also, along the side bar, there's a "guild wars 2 suggestions" link. To the right of the talk page at the top. Vael Victus 13:44, 2 April 2008 (UTC)
Maybe MAD is a new user. Here's a few links for you... her public characters GW2 suggestions page GW2 page and GW2 FAQ page. -- Alaris_sig Alaris 13:54, 2 April 2008 (UTC)

User Ash-ton sig.png (Ashton - talk - contribs) ideas

the gw2 suggestions link didn't work and this seems the ideal place so

  1. mounts (including flight)
  2. timing involved to add skill as a factor for example preesing P parrys an incoming attack/spell if your timings write
  3. customized armour (also as well as the guild cape how about guild elbelm printed on armour : ))
  4. attack chains (similar to an assasin but where you must time your strike correctly or the chain fails)
  5. health and mana potions
  6. hair dye perhaps?
  7. video gallery (so you can re-see skipped mission/quest cut-scenes and things like a phone-call aren't 2 bad)
  8. pausing, perhaps where 1 player in the party can ask 4 it and then you have like a vote on pausing (ofc solo pve is much simpler)
  9. notice boards for picking up quests and also NPCs that talk to you rather than get talked at and ofer quests etc.
  10. in what is now AB, i understand luxons and kuzrics died out in the story but perhaps guilds can have territorys that can be attacked and claimed with a large array of defences/offences perhaps attacking by sea and bombarding while sailing pat on the warship or seige ladders, ect.

umm... can someone move this to that page with dodgy hyperlinks plz? User Ash-ton sig.png (Ashton - talk - contribs) 18:58, 2 April 2008 (UTC)

oh yeah i forgot to say, don't be horrible to mad, he was just trying to help and you call him ignorany it seems that you are yourself to acuse him when he's so evidently trying his best User Ash-ton sig.png (Ashton - talk - contribs) 19:00, 2 April 2008 (UTC)
Sorry but, why have mounts if we can map travel? This isn't WoW you know....-- Ninja Dragon User Ninja Dragon sig.png 07:22, 3 April 2008 (UTC)
Ninja you only think of mounts as WoW has them...But in GW1 there are alrdy mounts, devour, wurms etc. Only it would be even cooler if they could be used all over the world of Tyria. And you wouldn't have the skills you have equiped but the skill of the mount. That would be my suggestion bc if it's double dmg it would be unfair (1 of you 1 of mount)
Ninja Dragon get a copy of oblivion and play for a quite a bit it that has both mounts and map travel and does it really well, then you may come back after playing and say that mounts aren't worth it if you still think so. 122.109.43.82 09:20, 6 April 2008 (UTC)
What is up with everyone and mounts? Just use the speed boosts from skills if you want to go faster. However, other mounts that give you special skills such as the devourer would be interesting and more appreciated. The Cabal 00:47, 9 April 2008 (UTC)
I think we should be able to dye the characters underwear...b/c i might want black underwear. -by someone unknown-
Health and Mana potions are out of the question, they would utterly destroy the exitement and strategy of battle if you could drink your way through every single one without even breaking a sweat. And, there actually is a video gallery in Hall of Monuments, the scrying pool. Thirdly about pausing, this is impossible in most GW 2 areas because they're non-instanced areas. There's really no need for it either, since monsters rarely actively come for you so you can afk in some safe area. But I do agree it would be awesome if you could alter your hair color or style even after your character creation in case you feel like a change, I've ended up deleting characters many times just because I didn't like their looks. Gengetsu 19:30, 17th of April 2008 (GMT)
Say no to potions. Scrying pool ATM does not show every cinematic, but that would be cool. Pausing would be great, or at least a way to quick and continue without loosing too much progress. I'm thinking Slaver's Exile, where you can do a part at a time, instead of the whole dungeon at once. -- Alaris_sig Alaris 18:39, 17 April 2008 (UTC)

Allegance Options

I think in outposts and most places players should be allowed to turn on each other, meaning players will always be holding their weapons in outposts, by this I mean players can attack each other like enemies in an explorable area. I also think guilds should be able to form armies and take cities and outposts by defeating in the current inhabitants (maybe there could be an option for guild leaders to "lay siege" to an area when they want to) rather than just gaining faction for towns. I think this would make the game a more dangerous and exciting place for players! 82.36.188.43 16:02, 2 April 2008 (UTC)Elcaron123

I put forth all the agreeing I have! It is boring to hold a town in the sence that GW1 has faction alliances "Hold" a town, after all, this game is called guild WARS! We need to be able to have WARS against GUILDS, even armies! --Elven Chaos 23:32, 2 April 2008 (UTC)

In GW2, they should take major guilds from guild wars original and implement them as warring factions or something. --higgin3 21:58, 8 April 2008 (UTC)

An interesting idea. However, if some high level player went to a low level town and began to randomly kill people, no one would be able to stop him. Taking cities or laying seige also seems like it could have many interesting possibilities, but if this has an impact on normal, none hard core players, I think that this feature would be better left out. The Cabal 00:49, 9 April 2008 (UTC)
It'd definitely be interesting, but as of right now, we're not at war with each other, like alliance and horde are. So it wouldn't make much sense. The other way to do it would be conquer online's way, which simply won't work for GW. Vael Victus Pancakes. 14:28, 9 April 2008 (UTC)

The World PvP sort of looks like you can do this. It looks like there will be outposts and towns and castles in The Mists for people to battle over. (General Snag)

Great Idea!
I like the whole idea of town invasion and gaining ownership and it would be easier for the smaller guilds who cant raise the faction for their own town. I say with the whole town conquering lay siege thing I say this would probably be best implemented in a way where when a guild decides to attack a town it takes them to the town/surrounding area battlefield zone and they would have to attack it and the npcs and players defending it. Also to make things more interesting have it where a announcement gets sent to the occupieing guild/alliance that their town is going to be attacked in lets say 10 minutes and the members of the guild/alliance can go to the town and take up defense, and have an option where local players in the town can either help defend or attack the town and the alliance/guilds defending and attacking would desirably take charge of the attack/defense. One interesting side note to this would be two new title tracks known as Town Invasion and Town defense. April 21 Tog.
That's a great idea however you may want to set up a certain area that these affect lets say isolated or frontier areas unless you have an ultra powerful guild then you could attack capitals and central cities but when that happens all players and guilds should be alerted and allow a massive defense and then the army or garrison for that city rouses or something like that. But if not just keep these sieges to frontier and special PVP areas.

~~Dragon Amn

Whether this would work or not I'm not sure but I was thinking that people could fight in the war between the Ascalonians and the Charr , you know like take small towns and outposts in a certain area of Ascalon. Maybe work it all the way up to taking back ranik or ascalon city. It could work like the kurzick/luxon war in factions so there would be a special pvp area for this, so it doesn't affect low-level or "non-hardcore" players. Jakey820 13:42, 4 May 2008 (UTC)

Player NPCs

The title sounds ridiculous but it is the only what to put it. In GW2 it would be good if players had the option to perform roles that NPCs carry out, this could be part of a title track,any who, they might become merchants or material traders, this is similar to a previous post I think but it is different! A player does not need to have any skills or even buy a plot of land, they can just click on an option while they are in an outpost and choose a career change (once they change career they will have their career after their name like NPCs), if the player wants to sell a specific item or do a job for a specific Alliance or Guild they have the option to. Players will also do trade like an NPC, when a player wants to they can get rid of their career and become a normal player again. --Elcaron The Wise 16:38, 2 April 2008 (UTC)

That sounds like a great idea, other than the fact that everyone would be a merchant in a town. You wouldn't know who to turn to. (just a thought) --higgin3 21:54, 8 April 2008 (UTC)

Create An Outpost

I keep getting more and more ideas!

How about if players could buy plots of land from the game, so say a player bought a small plot of land in maybe the jade sea, what if they could buy NPCs for it and build it, to make it an outpost or a town, it could start off as an outpost and as it grows in popularity (more people visit it) it could become a town or a city! Maybe even guilds could do this, it would definately be a new way for alliances to gain alliance reputation and popularity!

82.36.188.43 16:26, 2 April 2008 (UTC)

There are 4 million people on guild wars.8 times that for every char on every account, equals: outposts,towns,and cities EVERYWHERE!!!!!!!!!!!!!!!!Seriously, 4,000,000 outposts?!?! It would just be people walk from outpost straight into another outpost or town. NO.MoasRule

I would like to see Crafting,resource gathering and the like. This would add a dynamaic most other MMORPGs have. With that Said, The thought of crafting and resource gathering should be well thought out prior to implementation. Maybe as an expansion. Player made weapons and armor would always work the best. I dont aggree on the houses standpoint but maybe a storage chest in the Hall of Monuments? player made weapons would focus on the skill an individual has, be exempt from the Sidekick Idea. and what would be amazing is if each player crafter, could create a skin or upgrade that is unique based on his level, Say the person makes Sword Hilts that add a bonus and as he progresses in the skill that bonus is higher.And say the sword hilt turns the piece a specific color giving the weapon/armor a glow. The color could be using the standard colors available in paint. And when the crafter starts this crafting Trek they pick thier specialty Item and the color they want to apply. This also might add a uniqueness of glowing items. And maybe if displayed may include the crafters name in the description. Again these are just Some Ideas.

What I'm saying is it would cost quite alot to create a town, and maybe if a very wide empty space was added to the map then there would be enough space for some small towns and outposts.

hey i love the original idea but what if guilds bought the outposts from the game and they get the profit in factions but not the main town like lions ark

If they did allow outposts it would use both multiple server spaces replicated on there world servers and multiple backup space as they need to mave multiple backup copies and all that space ain't free especially if theres 4 million people with a outpost at anywhere between a few mb to 50mb each outpost (Times 10 for replications, backups etc so about 500mb each persona total about 2TB I think or more) thats allot of storage space and someone has to pay for it and that would be 'you' having to pay x per month (Real Money) for your outpost. 122.109.43.82 09:10, 6 April 2008 (UTC)

I say no unless it is ether super-expensive, or is hard to do in some way. If everyone could do it, there would be no explorable areas left. The game would be filled with outposts. Also, how would that handle the enemies in the area? If they are removed or constantly killed, it could disrupt the difficulty of travel and farming. For example, if two places are 1 mile apart, would it be easier to travel between them with 1, or 100 outposts? I say no, or VERY hard to obtain ones.

About the crafting ideea.I like it and i had an ideea that the weapons you craft should have a level of its own and should become better,depending on how much you fight with it,it's aspect should keep changing(that way it would look unique and other players won't have it).I don't like the idea of the best weapon to be the one from a monster that i get to see everywhere.It would be fun if the best weapon would be the one made by you and you could go to different crafters or enchanters and make the weapon more powerful.

Armor Detail Colouring

It is already possible to dye your armor as one wishes. But something pulled my attention. I took a closer look on the henchmen armors... and I discovered they are capable of colouring EVERYTHING on their armor, things we cannot dye. We can add only one colour on every piece of armor. They can dye every little ribbon, stripe, gem, pearl, tassel, EVERYTHING... I wonder if that could be possible for us in GW2 too? Where you can just dye the parts that you want. I would still go for '1 dye needed/ piece of armor' , even for different areas on 1 piece. For exemple you got some nice gloves with pearls and ribbons like the assassin ones.. You bought one red dye and one green one. You dye the pearls red, just like some stripes on the gloves, this all happens by selecting the wanted parts and *DYE* , and after that, you grab your green dye and start colouring the ribbons and some other stripes on the gloves. Then at least you get your black dye (which I prolly forgot to mention before *ups*) and give a nice colour to the remaining uncoloured parts of your gloves.

Same with the so called undyer. It would just undye all the selected parts.

It should get everyone more unique and I think a lot of players would appreciate this. Spirit Of The Linx 18:40, 2 April 2008 (UTC)

I think that this is a very good idea, I would definately go for it in GW2!
Very good idea I created a mock up ages ago in photoshop of my Ele multicolored (may still have the pic sometime if i do ill link it here) looked really nice I say Armor Skin paint editor like they have in car games but more advanced. 122.109.43.82 09:36, 3 April 2008 (UTC)
yeah, with this players could be figuring out cool combinations and things, you could really stun your friends with your trendy new armour/colour scheme!Elcaron The Wise 11:02, 3 April 2008 (UTC)

I think a more easily implemented idea would be to have multiple dye-able areas on an armor piece. Once you open the dye menu, you could select which/how many areas you want dyed in that particular color, then apply it. Armors could have 3 (at max, more could lead to some data issues) areas on a said piece that can be dyed, more or less i guess based on its size and overall appearance. If you were able to dye every little part of your armor it would make load up take longer then it normally would, cause you have to load up each persons particular color sceme on their armor. The more variations you have the longer it takes.Neithan Diniem 01:07, 22 April 2008 (UTC)

Gaile Gray Will Continue Work with This?

I read yesterday in the announcement that there's celebration events for Gaile Gray that ArenaNet are thanking her for the long time she has worked and such. Will she quit? What will happen to this GW2 suggestions page? It's the 2:nd of april but we're writing suggestions into the suggestions from march page still.

I really REALLY hope that if this page will end it will atleast be read through by the developer team. Gaile Gray's work and our ideas deserves atleast that much. And to Gaile Gray, I wish you good luck in the future. --LittleBacillus 19:24, 2 April 2008 (UTC)

Gaile isn't quitting A-net, she's jsut gettign a promotion, so don't worry. Lord Zepherr, 04:56, April 2, 2008 (UTC)
She's just moving departments within the company... people are acting as if she's dying or something... 118.92.12.97 00:21, 3 April 2008 (UTC)
Well like we knew that do you think we're not lazy or something ... lmao Sneaky 00:44 5 April 2008 (UTC)

Custom AI using Client-Side Scripts

Ragnarok Online recently implemented AI characters called Mercenaries that fight alongside you, similar to henchmen in GW. Additionally, certain classes in RO have for some time now had pet-like companions called homonculi that help you in battle. What makes these features interesting is the fact that their AI is based on a LUA script that is modifiable by the player. In other words, if you're comfortable with scripting it's entirely possible to write your own AI for your mercenaries/homoculus to control their movements, skill usage, etc. If you can't pick up the scripting language yourself, you can use someone else's. Complex actions can be implemented, such as kiting when health is low, moving to a safe distance and healing, and other defensive behaviors. Enemy-specific behavior is also possible, for things like casting the right elemental skills on the right enemies, avoiding use of magic on enemies with high mdef, etc. Something like this would go a long way toward curbing user complaints about "dumb" henchman AI in GW; if you don't like it, rewrite it! It doesn't have to be LUA, of course, I just mention it because it's already being used by other MMORPGs (including WoW, for interface customization). The language could be Perl or Python just as easily. Just a thought. --User mrsmiles tinysmile.png MrSmiles 20:29, 2 April 2008 (UTC)

Or something like this? Override System. Programmable AI, or at least to a put would be great. 118.92.12.97 22:31, 2 April 2008 (UTC)
It will lead to more people making botting programs etc 122.109.43.82 09:32, 3 April 2008 (UTC)
No, it won't. Even in today's GW the worst you could do with it would be things like doing a 2-man UW farming run with only one real player. Of course, you could do that -now- just by micromanaging your hero, particularly now that you can bind keys to your hero's skills. The scripting could not be used to automate your character's actions like a bot, only your hero/henchie's actions. --User mrsmiles tinysmile.png MrSmiles 22:45, 6 April 2008 (UTC)

I think it would be nice if in GW2 the henchmen could be made to be at least slightly competent. It gets very frustrating when no one else is doing the same quest/ mission as you and you have to use henchmen that die in an instant. --higgin3 21:52, 8 April 2008 (UTC)

Agreed. If ANet could come up with a relatively simple way to set the henchmen AI, as opposed to a programming/scripting language that most people wouldn't have time/patience/background to make. Games like Final Fantasy 12 had a decent system, I'm sure ANet could do better. - 144.226.230.37 15:35, 2 May 2008 (UTC)

Rosters

In an alliance, the guilds should be able to veiw the other guilds' rosters to see who is on and who people can talk to. Some peole would say this is an invasion of guild privacy but you could make it so that the guild leaders could chose to turn it on or off.--The preceding unsigned comment was added by User:67.165.29.160 (talk).

Expand this to have individual rules on who you can see or not in groups. While I may not like people to see everyone in my guild/alliance I may only want them to see a certain group like Leader/Senior Officers only and not the general members.

Race Professions

I think it would be good if certain races had certain different professions, such as the asura could have "Golemancer" as a unique proffesion! Maybe the Charr could have like "Fire Priest" or something like that! What I mean is depending on the race's culture it has a special extra proffesion! Elcaron The Wise 07:30, 3 April 2008 (UTC)

I think this will be the case, though I don't know :p Still I think there will be some professions avaible for more races. I'm speaking of warrior and ranger for exemple. Malificent Nameless One Of Mansalya 09:33, 3 April 2008 (UTC)

This... is possible. But I see it more likely that races skills for each class be used instead to give them the right feel for the races. Using the existing terms as an example, Charr monks would gain some fire spells in Sming Prayer, protection against fire in Protection Prayer, and even spells relate to the condition of burning in Healing Prayer. Human monks, meanwhile, would have unique skills related to the five gods. Golems I see more as a possiblity as companions rather then elements of a particular class.--Ryan Galen 12:40, 3 April 2008 (UTC)

That's a great idea, and although it would need a lot of programming, but your character could make slight variations of skills seen in characters or enemies of other races. --higgin3 21:51, 8 April 2008 (UTC)

I'm pretty much completely against anything race specific in GW2 besides cosmetic or flavoring. Anything else would lead to heightened imblanaces and even more specific builds for teams in PvP and PvE if they're anything like GW. Games already have enough discrimination against classes as it is. Adding a layer of being the "wrong" race for a specif class just would make it worse. Yukiko User Yukiko Sig.png 22:45, 8 April 2008 (UTC)
/bow for yukiko. Kioga 13:41, 9 April 2008 (UTC)
Race=Bad IMO...Race + class advantages/class exclusion (I.E. No Asura wars, no Norn Mez, etc) = Baaaaaaaddddddddd -Warior Kronos User Warior Kronos Sig.jpg 21:13, 13 April 2008 (UTC)
Well, as much as any other game. Why would you be a Taru warrior in FFXI when your species is built for magic? But, GW could also stop that problem in adding an ability that gives them, say, 30% dodge or something, for 30 seconds. Vael Victus Pancakes. 14:32, 9 April 2008 (UTC)
I see different races as an aesthetic thing, sure inherent bonuses are neat, but if I want to play as a human, I don't be limited in profession, and if I want to be a Necro, I don't want to be limited by race, and giving inherent bonuses would do that as you won't be as good unless you pick what you don't want. confused? I am. lol chevy 10:32 12 April, 2008

how about a new profession? maybe the power to control plants for sylvaris only. another idea would be having whip mastery and bommerang mastery. i don't know what you would call the profession or if there will be only one race who can have the profession.

      • I agree special professions for different races would be cool, however I think the base professions should be available for all. Such as Char could have Fire Shaman, exclusive to the race, but necro, mesmer, warrior, ranger etc would be available for all. I also have a question about the Hall of Monuments... We have the ability to display Armor sets Etc, and the GW2 Characters can inherit them. It would be nice if you could use them on different Races or possibly different professions since some professions may not be playable in GW2, seeing how the armor is already race, gender, and profession specific. Say for instance, you have an elite dervish armor, an elite ranger armor, and an elite mesmer armor... In order to take advantage of all that hard work to obtain them, you'd have to use all your new character slots for characters of the same race, gender and profession?!? What are the limitations going to be on Passing along the Hall of Monuments achievements? *** --The preceding unsigned comment was added by User:65.41.147.195 (talk).

Caster Weapons

I think that casters should have cooler weapons! |Just because they an't big strong warriors doesn't mean that they can't handle a sword! I know that there is only a couple of caster-melee weapons in the current GW, but it would be great if casters could have like special melee weapons like "enchanted" and it has aa special skin like it is glowing or somthing, also in GW2 can u buff mesmers up a bit, as they are currently bullied for their inability to solo farm, vanquish or run (apart from shadow running), as my main character is a mesmer and I have struggled all the way through GW i think it would only be fair to give them a bit more "UMPH!"Elcaron The Wise 09:40, 3 April 2008 (UTC)

You can make everything into a caster weapon.
Would be neat to see this though. -- Mini Me talk 10:01, 3 April 2008 (UTC)
This woudl be a great addition to casters. I mean, iplay with an elementalist main character, and rely totally on my skills, I mean yea i try to get the strongest possible staff/wand for my player, but compared to the damage other players weapons do, we might as well be hittign the monsters with sticks! At least raise the damage done by caster weps, i mean the strongest caster weapon i've ever found in GW, and believe me, i've looked, does 15-22 damage while max scythes can do up to 55 damage, it's pathetic. Lord Zepherr, 04:53, april 3, 2008 (UTC)

yeah, I mean, alright scythes are two-handed so that do more damage than wands, okay, scythes are 55 damge, wands are 22 damge, but staffs are max 22 aswell!!! Give it a bit more "UMPH!"Elcaron The Wise 07:16, 4 April 2008 (UTC)

Staffs/wands, and Swords have a damage rating of 15-22 and Scythes are 9-41 the reason they did that was to manage the damage per second because sword/staffs and wands have same attack rate which is faster than the Scythes attack rateMasterruss01 22:22, 15 April 2008 (UTC)

I liked the point I saw someone else make before about caster weapons having bad damage (which despide the 11-22 listing, you're lucky to be doing half that with most enemies) which is that caster have 'spells' that they do damage with. Other classes rely on their weapons to deal damage a majority of the time. So, if you want to be a caster class using a melee weapon, go right ahead, there's nothing to stop you, and you can add inscriptions and such to make it more usefull, but having a staff or wand doing more damage isn't reasonable.
That said, I would like to see a rapier added to the game, ala the Prophecies mesmer art, which looks really nice, even if it's not a practical weapon. Yukiko User Yukiko Sig.png 06:34, 9 April 2008 (UTC)
i dotn see the problem there.. ele (as example) can rely on the skills only.. and trust me there is no warrior skill that makes the damage and kd that meteor shower do, a warrior whit a couple DP cant cast a rez spell of 10 e cost.. and an ele whit full dp can still rely on her skills with good energy storage. I see balance there.. and dont see the need of an ele using a 15-22 sword. Why you make a caster char if you want to go melee?. In the other hand.. GW is a game to play along with a team.. no solo farming, thats why there is no overpowered solo player (well.. there is the idea but ppl still make overpwr builds with some professions)Kioga 13:49, 9 April 2008 (UTC)
Yes, but msot ele skiils are spells only, and there is at least 1 skill for every proffession specially designed to make spells useless. Plus, you put any melee fighter, or even a ranger under a Meteor shower, there's a great possibility the skill won't work because of dodging or knock-down resisting skills. Plus, caster armor isn't exactly up to par with others, put us anywhere near a derv, warrior, assasin or even another character weilding a melle wep, do the damage math, and even with our skills, we're not a big threat. So wha ti'm saying is: Caster armor contradicts melee weps that send us straight into the middle of battle, so it's not convienient to use them. So either up our armor by even at elast 10 points, or up our weapon damage output. Lord Zepherr 04:24, April 9, 2008 (UTC)
I think that there should be unique types of each weapon for every class. This would take up a lot of space, but it would be unique. For example, a mesmer wielding a sword would have something like a rapier, or maybe an energy sword or something for elementalists. It just isn't fair that people have to lug around these huge swords or scythes if they want to be a mesmer-warrior/derv. So, fully customized armor, weapons, and maybe even skills for different primary secondary combinations. Or maybe if a certain profession uses a weapon, it could have a different appearance, and players could customize that aspect. Like if a warrior (heaven forbid) used a wand, then that wand would be more club-like, kind of like the charr weapons. Just a suggestion.

Much More Emotes!!!

I think GW2 should have a wider variety of emotes so that interaction with players csn be widened a bit, at the moment there are a good few emotes, but not ones people use that often or even work well! For example with "/highfive" there is hardly ever anyone in the right place to highfive and next to impossible to sync, there are hardly any emotes that you see NPCs using in cinematics like the hand gesture when they are talking! So basically I think there should be an emtoe for almost every movement imaginable! Elcaron The Wise 10:07, 3 April 2008 (UTC)

YES MORE EMOTES!!! Like; laydown,sleep,primp ect.
I believe a certain ranger would be very happy with a new emote [1] -213.118.169.151 21:27, 19 April 2008 (UTC)
Haha! I was thinking the same thing. File:User Sarifael Sig2.jpgUser Sarifael Sig.jpgSarifael 16:35, 29 April 2008 (UTC)

Player Made Quests

This is just a thought relating slighly to my "Allegence Options" post, players could create their own quests, it wouldn't be that hard i don't think, they would just think of a quest write it in the box, put down a reward, and giv 2 answers for the reciever of the quest! The quest might say "Go kill so and so in a dark alley", "Find out who killed so and so", "Get 5 skale fins so I can make my special brew"! I don't know how the aspect of killing players in outposts aswell (see: Allegence Options) would work, but it was just a thought!

would be perfect for the plotting and scheming Asura not to do quests, but rather have them done. I hear they are masters at crafting so naturally the Asura crafter would select an item to be crafted. Then the game would tell the Asura which components he needs. Those he can't pre-farm or farm himself but they are rather "having quests done"-rewards. It's up to the Asura to throw in some extra cash for the completion of the quests, the game could also throw in some money/reward for those completing the quests. The Asura player now needs to give these quests to his "friends", contractors, guild members etc. and have them do the work. With limits imposed on how often the Asura can start this particular crafting quest the items would retain value. For example: After a successful dungeon raid the account completing the dungeon can activate the relating crafting quest. Kill Mallyx and you are allowed to craft one of his items. You have to find some people getting the stuff first though.--4thvariety 10:55, 3 April 2008 (UTC)

Sorry, but that is not in the slightest bit what I am talking about! I mean players can create their own quests to get their own tedious tasks done by other players, not specifacaly for an asuran crafter!! You should read more carefully!Elcaron The Wise 10:59, 3 April 2008 (UTC)

What is the incentive of the player creating the quest then? By your definition of the process, it would take work and cost me gold to create a quest. It offers no return, no gain, no nothing. Even if you could create your own questline for the masses you would most likely have to pay the price for handing them out. Good luck paying for that, because if you are not the one paying, players will exploit the quest generation system to farm for moeny by means of creating the simplest, yet high payoff, quests possible. Having said that, I suggest that those creating quest gain some benefit for doing it. Bearing further in mind that Asurans are the masters of letting other people do the dirty work, I suggest to link it to them and to one of their strengths, which is crafting according to the PC Gamer article. One could, of course, link it to other rewards as well. But the fact remains that nobody will stand around in LionsArch waiting for others to do their work. Or are you talking about the Zehtuka approach? Give your own quest to others, complete the game by leeching?--4thvariety 13:53, 3 April

2008 (UTC)

Once again you haven't listened, so I give up and please don't reply again, it is getting tiresome!

You brought up the whole "bring me 5 of this" concept yourself. So I am wondering why would you give another player something to do when it is not progressing you in the game. Bring me 5 skale fins for brewing a beer is like the picture book crafting quest with outsourced material farming! Why would you have people kill other players or NPCs? Why would you want to know who killed other players/NPCs? Please give me some answers to my questions before writing I got everything wrong and asking me to stop posting!--4thvariety 19:06, 3 April 2008 (UTC)

I am not going to answer any of the questions! I am going to say this! "READ THE FIRST LINE!!!", it says, "JUST A THOUGHT!!!", figure it out yourself, and stop posting!!!!!!!!!Elcaron The Wise 07:13, 4 April 2008 (UTC)

This suggestion was archived only a few days ago but with more on a custom content talk than just quests. I suggested to add a type of system like 'Saga of Ryzom' did with there Ring2 system where you could make maps and build quests set npc pathing etc all in a WYSIWYG sandbox system but it is a instance where you invite people into it and nothing is kept when you exit the instance and the best say voted instanced become server hosted for everyone in a custom scenario instance browser. 122.109.43.82 07:30, 4 April 2008 (UTC)
Maybe you could make guild quests, and people completing it would somehow add to the guild's reputation (like adding faction in GW1), while the guild would somehow have to pay for the reward's given for completing the quest. Taking it further you could build entire guild story lines. --TBA66 12:04, 4 April 2008 (UTC)

The Asuran Gate Network

Well, with the new persistent world, I have the feeling Map Travel is going to way of the dodo. This feeling is made more certain with the writings concerning the Asura and their gate network in what little preview we have been shown.

So, with the Asura Gate Network most likely become Guild Wars 2 equivalent of WoW's system of flight paths, the question arises on how the system should it work.

Will we be technically keeping Map Travel and just using the Asura Gate Network as a convenient plot explanation of why you can only Map Travel to certain areas? Possible, but in a persistent world, and with the effort to make the main parts of that persistent world solable, walking between nearby towns should less like carving your way through a battle field and more like... well walking to a nearby town. I don’t see Map Travel as viable in such a world.

Will we have to pay for each use of a Gate? ...I certainly hope not. The Gate Network is there to be used for travel, not as a money sink for the game. I may have used a comparison to WoW's gate flight path system, but that doesn't mean I think it's a good system for Guild Wars.

Will we have to pay a one time fee to initialize each Gate? This is what I'm hoping for, and more or less making this comment to promote. I can see it happening, as it's similar to other systems of initialization already used in Guild Wars (Xunlai Storage Accounts). Yes, it will cost money, but the Asura aren't doing this for free anyway. A one time costs, in comparison to an every time cost, means that no one will tempted to not use the system just to save cash once they've utilized the gates. It is, to me, more viable then an every time cost, and less breaking of the masquerade then keeping Map Travel.

Anet Have stated in there initial gw2 press release last year that map travel is staying. Gate paths I agree would be good as a alternative like how people want mounts as a alternative. 122.109.43.82 12:58, 3 April 2008 (UTC)
It's just a minor lore tweak to keep map travel. Just say that "Asuran artefact X" (think charr decrypter)can be "harmonized" with any Stargate it touches, enabling the carrier to "dial the gate" and teleport there from where he is standing. --4thvariety 13:57, 3 April 2008 (UTC)

i think that if they do dump map travel they should put a ausuran gate in every main city or immportant place that connects to every other place youve been with an ausuran gate124.149.113.139 01:15, 15 April 2008 (UTC)

Character Activities WHen Non In-Game

My idea is a broader one from my offline library learning post.

Let let our characters do things when we are offline. This gives all players both the casual and those that play all the time, something too look forward to next time when they log-in other than just where they left off. Not in a physical persistent form thats active all the time, but this would get calculated on how long you have been away from the game and we get the item etc when we log-into our chars (so if we log-in instantly after a log-out its no effect and 1 hour logged gives us 1 hour of stuff done).

Like we buy equipment for things like Reading or even Writing books or journals (Legend of Mana - Cactus Diary's), Painting pictures, making bowls,lamps etc even get musical instruments for making up new songs etc, and our chars use our goods we get them and do stuff for us for that we can sell to merchants or keep when we come back online, We could also buy books and learn stuff from those books like skills and levels in some things like language.

Have it if we don't log-in within say once every week (That time shortening the shorter you play so if you play 10 mins each week it becomes like 1 day before afk but have a 'Casual Friendly' threshold like x hours is guaranteed x time before afk and before the threshold automatically becomes smaller and smaller before instant afk) And on afk our character goes into hibination and stops doing stuff to prevent inactives and afk leachers taking advantage for offline bonuses.

I know it sounds crazy but I really want my character doing something when I'm not playing other than just trying to make up things myself that they might be doing when I'm not with them. So list your ideas on what you would like our chars to do when we aren't playing them.

And for those that jump in and say things like 'do you want to get away from the game?' 'Do you want the game to play for you?' etc if I and others wanted to not play this game we wouldn't be playing at all and wanting things our characters can do when we aren't playing and I even wouldn't be suggesting anything if I didn't like the game and not want to play and having the game totally play everything for us is just stupid.

What we want is we love the game soo much we want our characters to have there own virtual life and continue on learning or doing things (that they can only do while you are offline) when we cant be around them.122.109.43.82 13:34, 3 April 2008 (UTC)

One neat feature in WoW is when you are logged off in a town you accure "rested" experience, so the longer you are signed off, to more double xp you get when you sign back on. It's not quite what you were suggesting, but it is along a simmilar mindset. Med Luvin 16:37, 3 April 2008 (UTC)
In GW1 terms, XP is pretty useless. Of course, we don't really know how GW2 will change that. However, that would be nice if it also influenced drops and rep gain. -- Alaris_sig Alaris 16:45, 3 April 2008 (UTC)
Characters are not humans they don't have lives, they won't apreciate this!!! Why do I keep having to rewrite this? There is something wrong with this page! Anyway i like rest xp, but i think it would be good if u didn't take chars out of the world when u log of, just make them lie down! GOD!!! This is annoying!Elcaron The Wise 18:23, 3 April 2008 (UTC)
Looking at this page you are even suggesting stuff to make the characters and the game more real. And this suggestion is for the fans to enjoy that they know that when they log-in the character will have say weaved a bow out of plants the player has collected when logged in then they can then that bowl for gold or other stuff to a merchant and benefit themselves as there characters continue on but doing stuff that only is available when you have to tend to your real life. <-- We all don't play guildwars 24/7/365 so I'm sure this will even benefit you Elcaron as even your char will be doing stuff that will give you some type of reward when you next log in to the game whether its something to sell for money or unlocking a very secret high level boss area by deciphering a bunch of code by reading books when you cant play the game. 122.109.43.82 18:54, 3 April 2008 (UTC)
Well, I think it would be nice if you are rewarded for logging out when not playing, but at the same time, you shouldn't have to log out to progress. -- Alaris_sig Alaris 18:58, 3 April 2008 (UTC)

I mentioned earlier because i had been getting the impression from previous replies that they wanted to make characters enjoy themselves, and this would benefit me, but would also be a form of leeching!Elcaron The Wise 19:05, 3 April 2008 (UTC)

You are right characters cant enjoy themselves as they are just data and yes it might be a form of leaching but we have to do things ourselves both in game and out in real life so having the chars seem to do stuff would make some people feel a little better about logging in to the game after a very hard day etc, my posts are about having the characters as some might say 'seem like that doing something 24/7' for us and themselves, like writing books and journals that we can read when we log-in or even unlocking things like language barriers etc when we cant be in game with them its a way to make the game feel like the characters do actually have there own lives and do stuff when we aren't playing. Also read above on my leech protection where I mentioned the more you are out of the game the more the character won't do stuff for you when you are out, That will actually keep us in game playing as we get more offline only character privileges for when we don't play but also give us a chance to have a real life ourselves other than having no real friends and playing every free minute of the day like zombies (aka some Koreans). 122.109.43.82 19:18, 3 April 2008 (UTC)
This sounds exactly like WoW...-Warior Kronos User Warior Kronos Sig.jpg 21:16, 13 April 2008 (UTC)
All WoW has is Rested ability I'm talking more and bigger and better just just a single buff stat that rested is. 122.109.43.82 13:35, 16 April 2008 (UTC)
I think this is an interesting idea, and if implemented, would really contribute to the enjoyment of players that are heavily into role playing and have back stories they have created for their characters. The thing is, that the more real you try to make your characters, where would you stop? If you gave them hobbies, would they have to eat too? Do they require eight hours of sleep a night to function their best? Also... I think that it is very limited in what your character can do when you're afk... Studying in a library? Sharpening their sword, crafting some jewelry? Should you assign tasks that your character does? Does it decide what it wants to do? Other suggestions include houses that are connected to a guild hall... Would you just leave your character in there and it would interact with items within the gh/house? Would it wander the explorable area/town you left it in? There are just so many variables, that I don't know how possible this idea is, though I find it very appealing. If someone can think of a way to make it work... I would be quite for it. WillowsGuardian 13:03, 21 April 2008 (UTC)
Finally someone that knows and agrees to it, it would be great if they can pull it off even in just a compiled when you log-in stat form. 122.109.43.82 09:49, 23 April 2008 (UTC)

I love what the player is suggesting. It will encourage users to take breaks from the game. And as one player says it would be encouraging to make your char seem more real and have a life of it's own appart from a constant fight against good/evil(Hero's in history had hobbies why not game character :-)).

What if when logged out the characters were to write in journals telling of that days adventures? so when you may be away from the game for whatever reason you may have you may come back to your very own story. this would also be helpful to others if they are away from the game for extended periods of time reminding themselves of journeys and adventures they had left off on. or maybe give the characters "personal feelings" on matters at hand.
Great suggestion the whole thing about wanting our chars to do when not in game I suggested is so that we have something new to look forward to when we log-in other than the same thing where we left off which for some people if they last played and put it down after dying on a quest 30 times they would half be dreading logging in and continuing on (I know I'm like this in games like GTA or FPS games where I am not personally liking playing again where I have spent 4 hours trying to do that dam quest over and over and left it annoyed and uncompleted) 122.109.43.82 15:47, 28 April 2008 (UTC)
Liked idea about journals. To not doublepost, redirect you here. Ratys 15:53, 28 April 2008 (UTC)

Competitive Guild Wars

You know what I want to see with GW2? If you stay true to PvP and keep it skilled and with builds and all that, then I'd like to see coverage for it on the website, maybe talking to teams, some interviews, and some announcing. I saw some crappy crappy TF2 match just now, and I got to thinking. If you can get announcers that actually know about this game, and can announce, this would be pretty good stuff. You could have a league kinda like you already have now for this game. JUST A THOUGHT. Hugs and kisses, Vael Victus 19:53, 3 April 2008 (UTC)

Yea good PvP ftw, please keep GvG and HA - like modes^^

Vertical Environments

In GW2 the "jump" is beeing said it will be introduced. I hope that the enviroment of some places will be explored up and down and not like along the horizon only. Like for example some cities could be built up instead and when you look down from the top it would be an amazing view looking at the players like small dots moving down there.

Would also be fun to be able to throw things too. Like arm yourself with something throwable and then you can throw it, like a grenade in fps game if 1st person view will be available. Imagine beeing on top of a place and throw a banana down and let it fall all the way to the bottom lol....

Also would be smart to make a fall damage. Otherwise everyone will not use the stairs but just go the quickest way down. (Thought even with fall damage I wouldn't mind letting my character play with the gravity and get a good laugh from it). --LittleBacillus 18:09, 3 April 2008 (UTC)

This sounds cool! You could even add injuries to characters that take ages to heal, like they could get a broken leg and have to use bandage armour and medicine, or they get a broken arm and can't fight properly, there are loads of paths to explore!Elcaron The Wise 18:26, 3 April 2008 (UTC)

Hmm Elcaron got a point there with long time injuries. Like if you get REALLY damaged on a body part, like one of your legs, you will get penalty on movement and jump for some hours like maybe 1 hour to 24 hours depending how much damage you take. And if you get heavy damaged on your throat you get a penalty with your voice, meaning it takes longer time to cast spells. With a little imagination you can make up many long time injuries to the game. Thought this should only be affected in PvE play. Many people likes realism out there. --LittleBacillus 20:36, 3 April 2008 (UTC)

as an extention yuo could have permentant injuries like mashing your face up!Elcaron The Wise 17:16, 4 April 2008 (UTC)

Yes like scars or lost teeth or burned skin damage or something else. Would be perfect if a title will be with it lol. But if you get too scarfaced you should be able to get a treatment for it for a payment depending how many scars you have. --LittleBacillus 16:52, 4 April 2008 (UTC)

yeah, plastic surgery ,lol, maybe there should be a sort of NHS of gw, so the more critical yuor injuries are the less it costs to have yourself fixed (with permanant stuff), maybeElcaron The Wise 17:16, 4 April 2008 (UTC)

This idea is really good however i wouldn't like to have scars on my cahracter from damage, i mean i usually play warrior and he'll have a load of scars! but i like the throat damage = longer casting time etc. very nice idea there. Also NHS in guild wars? will the npc's make me wait months for treatment then :P (Zyko Wolfven 08:02, 8 April 2008 (UTC))

Hm...What would happen if you lost your head?-Warior Kronos User Warior Kronos Sig.jpg 22:13, 13 April 2008 (UTC)

Well if you think about this for a second there already is a sufficient amount of injuries which affect your character; conditions. If you drop a small distance, you take small damage + get bleeding condition. A bit higher drop and you get more damage and you hurt ur leg and thus get crippled condition for a set amount of time (a few minutes? it feels like ages :P). Even higher drop and you lose a big portion of your health and get deep wound condition. Altho, jumping to water shouldn't cause any damage for obvious reasons ;). Oh and btw if you jump & hit your head you get dazed ^^. Gengetsu 20:30, 17th of April 2008 (GMT)

Riding On Your Pet(s)

I would like to ride on my pet in gw2. It would be really cool and i know everyone will love it. AND please make the pets bigger....and monsters too.

Mounts already been said above and archived lots of times. 122.109.43.82 04:37, 4 April 2008 (UTC)
Why does nobody read the other posts, it would stop all this doubling!!!Elcaron The Wise 07:09, 4 April 2008 (UTC)
Lmao imagine the current pets ... lol mounting a reef lurker .. xD anyway i think it would be a good idea yet it does resemble WoW too much then so i'm just thinking maybe a sprint button instead of a skill Sneaky 01:48 6 April 2008 (UTC)
I want a pet horse....
Just because it resembles WoW doesn't mean we can't get them in GW 2 too. Anet introduced Junundu wurms to the game in Nightfall and I think they were actually quite fun. Certain limits should exist of course, everyone flying an eagle size of a house on a non-instanced area would definitely scare me. Rideable pets should atleast be very hard to earn, besides in GW you don't really need to move that fast either because you have to stop to fight every so often. IF the non-instanced areas would be reeally big, the mounts could actually have a proper function. Or consider this: You can't have a rideable pet yourself but there is a stable in certain areas where you could borrow mounts for exploring with you inside this special area. Gengetsu 20:42, 17th of April 2008 (GMT)

Dungeons

moved to User talk:Gaile Gray/Guild Wars suggestions#Dungeons

Additional Suggestions

I will try to keep this as brief as possible...
Better Report System:/report name should not be limited to your location(aka game wide both all servers as well as all districts, even offline users
There should be an easy to use support ticket in game as well that automatically sends a ticket to support
Guilds should have it where you can "sell" your position as guild leader like an item
A Mail System which can send pms and some items and money for a "cost" depending on a very small value, and people can retrieve this up until 30 days(with an alert on the minimap)
Special heroes in which you can name (like pets)
Unique profession for each race
Unique armor for each race, unless that character is exalted in that race
"Newbie Helper" title, in which you can retrieve rewards for helping people under level 60 with quests and monsters
Beating a campaign, you should gain the opportunity to purchase a house, which is similar to a guild hall, but guilds, alliances, and people on your friends list and people you invite may join, and you gain special vendors for doing so, but very expensive
"Jobs", in which you can become an apprentice merchant, blacksmith, miner, ect. to gain more money and/or items. Maybe even the option to buy a shop on a market, and it shows up like a district listing in main cities
the current currency system does NOT match your time frame, its gold and than platinum...
All professions from nightfall and factions, not just core please.
One more thing, maybe also, similar to an alliance battle, you can pick your god your in favor with and fight against opposing god worshipers. Like Grenth vs Great Dwarf
--BodyxOfxPower 22:26, 3 April 2008 (UTC)

Couple of things there, the great dwarf isn't a god, we have already said race unique profesions,having to pay to whisper to your friends is stupid, because it's talking, we have already talked about jobs+houses+cities, newbie helper would be ridiculous because there isn't even a certain lvl cap and it might only be 20, and I don't understand what's going on with currency!

I don't like the idea with that the guildleader role should be an object that you can sell. If I were in a guild and suddenly my leader sells the guildleader role to someone I have never met I wouldn't follow that new leader. Then about the newbie helper title with rewards, there will be that sidekick thing called that when a lower lvl player teams up with higher lvl players he get some bonuses. But for a reward for the high lvl players I don't know what that can be... maybe you collect some points which you can only use them when creating a new character to start with better equipments? All the other suggestions sounds good thought :) --LittleBacillus 17:04, 4 April 2008 (UTC)
Well, sorry, I thought that the sidekick thing didnt have any bonuses, and i was just throwing some things out there. The mail system would be nice because if you have something and that person cannot get to it for any reason, you can always send it gamewide, and they can get it for up to 30 days. Also, i was throwing out an example for those god worshiping battle, and same with the level for newbie helper. But you should have it maybe something like Gold and silver for currency. But Keep up the good work guys :) --BodyxOfxPower 18:41, 4 April 2008 (UTC)

Full Wiki Launch with Release

first off with gw2 i would like to see a lot more integration with the wiki, like being able to check stats see what kind of skills people like to use deaths how many times they gvg stuff like that. secondly i would really like to see a rather full launch of the wiki, what i mean by that is; have most of the armor, mission info and quest and skill info all there when the game launches. i think it would make the game a lot more fun. because how its been in the past is a bit of a lag time from when the game comes out and when it gets posted on the wiki. 75.165.99.144 23:45, 3 April 2008 (UTC)

Extension of this make a in game window that displays only the wiki pages actually in game via a special wiki api (not a full on web browser) would be soo good.122.109.43.82 07:20, 4 April 2008 (UTC)

You have to remember that wiki does not have its info straight from the guild wars team it gets it from wiki users who research guild wars, so it would be hard for wiki to know everything before guild wars is even released!lolElcaron The Wise 07:25, 4 April 2008 (UTC)

I think he is talking about a Prima Guide that are usually released just before the game that has every 'quest/mission/etc' and I don't think that info will be on the wiki for free as those things you have to pay for. 122.109.43.82 07:33, 4 April 2008 (UTC)
I don't think that it would be feasible for ArenaNet to complete all the skill, armor, mission and quest wiki articles themselves before release. However it would be nice if the alpha testers' NDAs expired at some point before release, allowing them to edit the wiki. -- Gordon Ecker 08:56, 4 April 2008 (UTC)
How wouldnt it be feasible they are the ones makeing the stuff why dont they just make the pages as they make the stuff easy as that. ie they make a new skill they make a new page. 75.165.99.144 09:28, 4 April 2008 (UTC)
For one Anet has partnered with and will most likely partner with Prima Games again to release official strategy guides that is sold with most proceeds going to Anet they have done this with both Prophecies and Factions. It is how companies release guides for all there players and I doubt they will give it all to you for free. 122.109.43.82 13:03, 4 April 2008 (UTC)

Changes!!! They are making it, but there will be constant change to it!!!Elcaron The Wise 11:27, 4 April 2008 (UTC)

Warrior Abilities, Two-handed Weapons, Skills, etc.

Sorry this is so long, but I think it needs to be said.

I know that a lot of people are going to say that warriors are just tanks, but in reality they can be much more. I almost always play a warrior and the thing I miss most in the game is the combination skills. The way you can connect skills together it make hits more powerful, faster or just down right deadly. I played a game once like this many years ago and it had you learning skills at a skill trainer but then you had to learn how to put the skills together in order to get the most possible damage from them. You could do the same for every profession and even make some cross profession skills by using prime and secondary skills come into play.

Two handed weapons are a must for this new game, I hope and pray. I also hope that the game designers do not think that a two-handed weapon puts a warrior at a lack of defense. If they do, they really need to watch a group in England that studies swords and how the medieval weapons were used in combat. Every part of the weapon was used. I think this knowledge should really be studied by all game designers. So many games lack even the small amount of knowledge of what a true weapon can do or how it is used.

We still need the skill trainer but we should never have to buy skills! Buying skills makes the game unbalanced and brings to the game an entire need for gold for continuing the game, which will crush the economy and the entire game over time. Skills should be awarded by quest or though fighting an opponent to learn them from the opponent. It is not right for a person to be able to get all the best skills just because they have more gold to buy them or more time to play. I cannot state how much I hate skill capture and buying skills. It is the main thing I hate about GW 1 and I hope this will not carry over. Many times I have had to buy a skill to continue in the game and didn't have the gold due to bad drops. If this can't be done, just limit the price of a skill to being 50G each, 1K is a little much even at high levels.

On the eight skills bar, I think this needs to be changed to twelve or have a rotating bar of eight, so that you can access different sets/builds without having to go to a town to change them. You don't have to in real life, why should you here in this game! In life we learn skills that we use everyday without having to even think about it. Why should we be made to go into a town just to be able to take down a bunch of undead because our current skill build is for fighting the living creatures. Think about it.

As for armor prices, this is a major reason why GOLD BUYING became such in GW. There should have never been armor more than 10K per piece with materials. I for one have been playing for almost a year and have never yet gotten enough for elite armor due to the need for buying skills and other items needed in the game due to them never dropping for me. This is the MAIN REASON people bought gold. Please don't unbalance the game in this manner. Just don't have elite armor if you cannot make it balanced in price and materials. Just the materials are enough to hunt for or buy.

Also drops that link to an account, not a character, can also stop the gold problem and make for a more stable gold economy overall as well as having drops bigger for characters and not for other NPCs in the group. The drops should also be of stuff that the character class can use, not the totally random stuff, it bogs down the game hunting for something for fifty times. This just isn't far to play for hours only to have 250 G and 200 G in items to sell at the outcome of any quest or mission when things are priced so high. (We are escaping from the real world to this game! we don't need it to be the same way here too!)

On the economy, make stuff so that you can only sell most of it to merchants or at merchant pricing. This will stop a lot of high end selling and limit the prices on all items so the economy doesn't crumble. --Bloodstone 21:21, 4 April 2008 (UTC)

I read this and all I read was this "Make the game easy! It's too hard! I can't handle it! Make it so a baby could complete it in 3 days!", none of those things are destablized the economy,in real life if you wanted to be taught a skill your teacher would charge! Skill traners have different and more powerful skills as the game progresses so you don't just need to buy, you don't need them to progress!
About the armour pricing too high, if you can't afford it that's your problem, I personally don't have full elite armour which is why I SAVE for it! It's not hard!
I don't see what is wrong with how the swords are used, this isn't Medieval England is it? No! It's tyria, if Tyria uses its weapons diferently thats OK, it has no connection with medeival england!
And about only being able to sell to merchants, god man! If it were real life if you asked someone how much would they give you for a diamond necklace and they said £2 would you do it? No! You would ask other people!
About the "No useless drops" thing, that isn't entirely fair, as there are collectors who craft things out of these "useless drops" and there are many sugestions for being able to craft your own items!
Sorry but that was just a cry to make the game easier I feel!Elcaron The Wise 07:22, 6 April 2008 (UTC)

I do agree with the overpriced armours, but then they woudlnt be high end/ elite or whatever you wanna call it if they weren't. Gold selling was just a way to exploit this for games in GWs anyway. And i'd like to see more two handed weapons for warriors such as pole arms and two handed swords. and dont say use a paragon because i don't want to throw a spear and have it magically replaced in my hand... And yes i agree with elcaron that it sounds like "the games too hard" so it's best to get used to farming for now :P or hoping for that lucky drop. So GW2 should keep this same formula in my opinion but expand on the professions use of weapons, casters could use more than a wand maybe a book increasing casting time, i just want GW2 to be at least as good as the first game because it's just... awesome

Stop rigth there..!! over priced armors?? you can craft a max armor for 1k piece + materials!!! if you want a "Prestige" armor is ovbious its going to cost you"!!! you "dont need" to have a prestige armor.. you only need a "max" armor, and the price for that armors is perfect today (well stell is a litle high XD ). If all armors was cheap.. where is the "Prestige"? where is the unique-ness (?) in have your character wear that=?. And ppl buy gold because they are too lazy thats all.Kioga 14:03, 9 April 2008 (UTC)
I fell bad for the OP, can't even farm for plain elite armor... L2P, I got my first elite armor with money that I got from running mission and not spending it on useless crap. And by the way, Identify _everything_ you make so much more from it.

(Don't want a signature)

Ok, I guess I need to explain the comments I made then. Most weapons of all types in these games are only being used to hack and slash and that is about it. Many times the designers will overlook the possibility of a hilt being use to smash into someone's head or the pommel used to daze or even knock down a creature or play. Many other forms of weapon attacks exist that use show full uses of the total weapon. This is what I was driving at when I said Medieval times. Make this done in game and shown in the graphics at times, not just the hack and slash.

Skills given by skill trainer for a price, come on! It is too easy this way. Yes, if you aren't a gold farmer, you have problems in this type of game. I'm not a farmer, or wasn't until this game. You should always have to work for your skills through quests and missions. It worked in the first GW! Gold should not even come into this part of the game. Capturing skills is done on a lot of games by fighting other opponents that are more skilled that you are and you didn't get the skill unless you beat the opponent or a skill trainer in one-on-one combat. That is fair, more so than having to pay 1K for a capture signet and then beat the opponent with a group. What do you learn in that on how to play the skill in the game?

As to saving gold in the game, yes I do save my gold now. When I first started the game, I did not know that you could not take materials to an armorer, as in most games, and have the armor made for a small price, usually 1K in gold since materials were hard to come by. GW has tried to make this change by the way Eye of the North armors are making armor now. Prices are still too high for some of the armor but it is just a game. Why should elite armor be so high, does it do anything special, no. If it is not doing anything different from another type of armor for less, why have it really? Sure it looks cool, but is it really worth it? They could add another rune slot in it at least.

In most stand-alone games, things are only sold to merchants and these are far more challenging than this game has even been to me. The idea is that people are inflating prices to drive a pure gold farming game and not a game that is meant for fun and enjoyment. Who enjoys having to farm an area twenty times in order to pay for a single sword or item that might never drop for you? Most games have many more things available for merchants to sell to offset items not dropped. Selling things dropped in game to merchants would make these items available to all that might buy from merchants then. Most of us don't have hours to waste looking for something in the trade areas of all the game in order to find a single item. If people want to set high prices for something to sell, let them sell it at an auction but also offer it from a merchant for a set price. The whole matter of the game is not to farm for gold or items to sell. It is fun and relaxation from life. Only elitists like farming types of games where they can laud their level, gold and items over everyone else.

As for useless drops, I meant that dropping an elementalist wand from a creature that was clearly a warrior being fought by a warrior is USELESS to the warrior. They should assign these drops to characters that can use them! Crafting materials was not ever brought up by me, where did the guy get this idea anyway? Beside what I was getting at was the way drops are divided. If you play alone with just heroes and henchmen, they get most of the gold that drops and even most items even if you do most of the work.

As to drops in areas, most areas are farmed until little is left. Many times this was done by bots and to hinder that the "powers that be" changed the drops in many areas of the game. When I first started hundreds of bots were being run all over GW, now things are finally starting to become better very slowly. Still areas are out there that unless you run totally alone, no other characters with your character, you will not get hardly anything even gold. I mean giving 25 gold ea. for a boss kill, show me a boss in real life that has less that a few hundred on him.

As for what others have said about armor prices, I played Diablo 2 expansion, stand alone and multiplayer for many years, things were far higher in that game than this one and I never felt cheated in it, due to the fact that the items always had more add-ons or abilities than the last ones, not just the item’s gold value. You could buy items many different ways for many different prices. D2's entire economy worked because of how it was done with many high value things sold at merchants. This should be done in the GW2. D2 was also a much harder game than this one still even in multiplayer mode!

Hey, what is plain elite armor? No such thing in this game, all armor is the same except price! 68.96.2.67 22:10, 15 April 2008 (UTC)

Record Ability

I for one would find it useful if there was a system that allowed you to record your self playing. whether in pvp or pve but alow us to save them and maybe even convert them into a video for ie a format that would allow you to upload them to a website such as utube. it should also have the ability to block what is being said in the chat log or just block the names. and block skills also.75.165.99.144 06:52, 5 April 2008 (UTC)

why dont you use a webcam program for your computer and edit it by taking off the stuff b4 recording--BodyxOfxPower 23:30, 4 April 2008 (UTC)
A webcam program would take care of the recording, so what you're suggesting would work for social settings. I think what he's asking for is the ability to record without the User Interface while still playing with the User Interface on, for the benefit of making high quality battle recordings and similar stuff. Will it happen... not likely, but it would be interesting if it did.--Ryan Galen 01:50, 5 April 2008 (UTC)
thats exactly what i am saying ryan, just like C&C3's Battlecast. 75.165.99.144 06:52, 5 April 2008 (UTC)

Who deleted my reply?Just because someone does't agree with this doesn't give you the right to delete their reply!Elcaron The Wise 07:08, 6 April 2008 (UTC)

It could've been archived or accidentally removed in an edit conflict, you could check the history. -- Gordon Ecker 07:33, 6 April 2008 (UTC)

i couldnt find what you were trying to say. please repost.75.165.117.200 06:41, 15 April 2008 (UTC)

I reckon this is a stupid idea, are you just saying we make GW2 a combo of sony vaegas and fraps? because thats wahat it looks like!Elcaron The Wise 19:39, 15 April 2008 (UTC)

i dont know what sony's vaegas is or fraps. i just want to be able to do gvg and watch my self play weeks afterward. unlike how the observer mode is now. were you can play gvg and then watch it a few hours afterwards. so basicly i whant a system where it will record game play that i can save on to my computer as a video file so i can post it online if i so choose. and be able to replay it in game. like observer mode.75.172.43.176 21:34, 15 April 2008 (UTC)

Pets, Our Sad Pathetic Little Beasties...

I've read over what over peopl have said, so I am going to summarize what some people have said on other pages, and what I think should be added.

1. pet stable (gaile has already expressed interest in this for GW1) so we don't have 1 type of pet. (flamingos, bears, spiders, oh my, they grow so boring after 3 months..)

2. maybe a 2 or 3 slot pet inventory, while holding items they could attack or move slower, but also be able to eat food in their inventory when they need hp, or force some armor on them (not like hotdog suits on weiner dogs) but something reasonable so they don't get bludgeoned by that afflicted behind you

3. Special pet skills. As cool as it is spamming enraged lunge on my foes, i would like to see my deadly black widow do its own poisonous bite for once, why am i putting poison on my toxic little friend? maybe different skills for different pets. (let the birds use harriers haste, it won't hurt them. just their fleeing foes...)

4. More types of pets. Yes, having a frickin huge mountain eagle is nice, but Having a big anaconda, or a small heket type thing that leaps on my foes faces would be much more fun.

Sorry for making this so long, but I got off topic alot (and while it wasn't set in stone when i wrote it, it makes it more real) ...But I hope that my message was conveyed and this doesn't become another talk point that is glaze over by all then skipped for a new one. (meh, i value other people's opinion, don't we all?) (>'o')> (-_-)... Uberxman1028 07:02, 5 April 2008 (UTC) I agree the pets need to be given bigger role's ,a longer timeline for the pets development,why can't the tigers etc start as juves with a more noticable change in apperance as they mature,maybe even get old and infirm also a limited way of customising their appearance would be cool,a collar .armor custom weapons etc.

make their skills/attacks proportional to age and experance, a pet which is offten used in combat would then be more effective than one which was not,with skills and attacks proportional to use heres a thought how about a few more exotics ,I personally would like to see a firedrake with specialised attacks,which grow and change over time but the attacks an skills should reflect the species tigers maul ,wolfs chase,hawks attack from the air usally at the face, spiders snare or bite,

a couple suprise's would be nice a pet which seams normal ,maybe even boring ,which levels up to become a full blown mantacore, dragon ,leviathan, - Magnis Knight --The preceding unsigned comment was added by User:203.184.34.201 (talk).

It would be nice to be able to make weaker monsters for example devourers, or drakes into pets/ it would make the limits of pet types seem less like limits. --The preceding unsigned comment was added by User:68.42.30.255 (talk).
how about difference dances for different pets, so when you dance, they dance with you? --The preceding unsigned comment was added by User:Kc8tpz (talk).
Please don't edit another user's post, even if it's corrections that you believe to be correct. -- ab.er.rant User Ab.er.rant Sig.png 06:34, 10 April 2008 (UTC)
I love having pets but I know they can make them even more fun in GW2.I'd like to see them become more life-like and autonomous. Pets in GW are kind of like zombies right now, they can run in to attack and then kind of sit there doing nothing for a few seconds before they attack, and even though they (logically) run faster than the wimpy elementalist or the warrior in plate armor, they still don't really hit things in the back because they attack so slow. I think it would make more sense if pets attacked quickly for less damage, being wicked fast wild animals, unrestrained by weighty armor. Thumbs up on the pet racial ability idea, it is weird that I have to do a pet command ability to make it do anything - it just feels like my Melandru Stalker doesn't have any killer animal instinct, instead it is like a glassy-eyed zombie that attacks slow and can only obey commands. In GW2, I want an animal companion, quick and wiley like a cat or stubborn and tough like a warthog, a live thinking animal I can hug when it saves my life instead of an animal puppet that can't think for itself, something different from an undead minion or bound spirit! - 144.226.230.37 15:47, 2 May 2008 (UTC)
Maybe introduce the idea of chosing a pet as a reward after you complete a quest for an animal store colelcting an escaped animal, etc... once you get back to the store they offer a reward of any pet you want from the store. It starts as a baby and you keep it with you wherever you go (can hide it if want to) ... the longer the time you have it the larger it grows. At a later date you can trade pets at pet stores, buy food potions to make them grow faster etc.
Id rather have one meaningful pet that i can NAME myself and ages with me, than have several mini things that just sit in storage.
Once the pet reaches a certain age and size, you are then able to ride it after purchasing mount training? I cant see a better idea than this already suggested. Basically, ride the pet as a mount once it reaches a certain age - it develops the respect for you to let you ride it.
Bird pets allow you to fly later on, land animals provide ability to ride faster on land, skales allow to swim faster etc, all have their own perks and can be traded at pet stores.

Guild Customizing And Auction House

Heres a few suggestions to making the Guild, more guildish:

1)Maybe, going along with that make your own quest thing, we can make our own "campaign" and have rewards within the choices already set up. This would cost the guild leader a lot of money, but it would allow funnier things to do.
2)Also, we could have a marketplace system set up, where people put up their items on sale for a certain price with a merchant(a special one you buy from Guild Lord) and the merchant sells it to all alliance members, guild members, and guests only. Then, when it sells, you can get your money (or items) from the merchant with a small gold charge whenever you want.
3)Another Thing, how about if we can customize the npcs we put in, maybe like we get to select from a couple of models per a race, and choose a name. This isnt much, but could give us a little more control(its probably too hard to do, but its just a throw out)
4)Finally, maybe a trainer, to practice your skills and to get more exp and gold? You pick from a group of "henchmen" that have a certain level and class to fight you. This should be solo, and costs money, and only gives 75% of your money back if you win(for example).
And for my second suggestion, actually suggested by one of my officers of my guild: auction house. In each "hallmark" town, we should have an auction house that users put up for a certain amount of time and start a bid with or without a reserve for a certain price. And since this may be crowded, a searching system should be installed?
These are just some throw outs, anyone who has any improvements or knockdowns for these suggestions, feel free to post them here ;) --BodyxOfxPower 21:59, 5 April 2008 (UTC)
More suggestions:
"Ranks"-Each "rank" can be named and will be given permission(promote up to rank before your rank, change guild announcement, use bank[see below], ect.)
Guild Bank-After buying the guild "bank", users should be allowed to donate gold and items to the guild here, and the items will have a description of donation. This bank could be upgraded to a bigger limit of gold amount and item slots
Also, maybe the more you donate, the more that goes to your "donation" rank.
Like:
~Rank 1(15,000 Faction and 5 White Items)- Suck Up
~Rank 2(30,000 Faction and 10 White-Blue Items)- Generous Donator
~Rank 3(60,000 Faction and 15 Blue-Purple Items)- Very Generous Donator
~Rank 4(80,000 Faction and 20 Purple-Gold Items)- Grateful Donator
~Rank 5(160,000 Faction and 25 Gold-Green Items)- Selfless Donator
~Rank 6(320,000 Faction and 30 Green-Red Items)- Donator Every Guild Wants
~Rank 7(640,000 Faction and 35 Purple-Red Items)- Loyal Donator Every Guild Wants...ect. just as an example...so what do you think?
guild storage is good for keep money to buy NPC`s, item donation for guild events and internal tournaments. But the donation system is like a : "LONG LIVE TO THE FARMING!"Kioga 14:10, 9 April 2008 (UTC)

Adding an auction house is by far my biggest request. It stinks having to stand around so long, trying to sell stuff... only to ultimately sell it for dirt cheap to a merchant because no one will buy it. Some gold items will only fetch 300g with a merchant, when they should fetch about 3k. EXTREMELY frustrating... who really wants to spend their time in the game trying to sell stuff? An auction house would help to remedy this. --The preceding unsigned comment was added by User:170.35.208.20 (talk).

just IMO maybe the real solution is not the auction house, but stop loosing time triying to sell low end items to users.. items that they can craft with 5 Kournan Pendant and some mods (example only). You can make more money vanquishing some areas in the time you expend dancing in Lions Arch dist1 filling trade channel. Dont take it as an offense is just my oppinion. Kioga 16:54, 18 April 2008 (UTC)

Secret Areas

I was thinking... our characters in GW2 will have the ability to jump and even swim. Anet could add some secret areas in certain explorable areas. These could only be reached by jumping on some accessable pile of rocks or mountain or an underwater cave for example that can contain treasure and/or maybe monsters and traps or even a secret quest! --Talos of Flanders 22:36, 5 April 2008 (UTC)

I don't see the difference from the original GW, we have to explore to find most of the outposts already!And by the way there are already loads of sugestions for things like this!Elcaron The Wise 06:58, 6 April 2008 (UTC)
Secret areas would be good like behind waterfalls and you have to go through bushes on the side of the cliff etc. Elcaron The Wise - there were no secret areas per say in guildwars 1 everything was accessible from big open areas with a huge portal what this is asking for is hidden areas that wouldn't think of looking etc like through bushes or places that you have to search allot to find or at the bottom of a lake into a underwater cave etc. 122.109.43.82 04:31, 7 April 2008 (UTC)
I like areas such as the big area dock area in the kaineng centre and the area near the origional storage in lions arch where you can go to the house at the end. When you find out about these areas after months of playing its a nice surprise - I would love to see areas like this in GW2. User FirstSunspear icon.png FirstSunspear /// Talk 10:39, 7 April 2008 (UTC)
Hurray Underwater citys! And pls Underwater dungeons! I reaaaly would be glad if anet adds it into GW2 - Lars 87.123.34.188 15:25, 7 April 2008 (UTC)
Interactive environment. It would be nice to see more of it in combat situations. eg. fighting on a flying/spining/swiming object/huge enemy(great destroyer), or maybe a classic cliche like a changing maze(AvP 1).In short so that the player will have to adapt not only to enemy change, but also to environment change. Somthing that will make the surroundings more alive (not just a "you move 33% slower in this area").
There will never really be any "secret" areas. They will all end up on wiki at some point or another.
You don't have to read wiki ;) I only check wiki if I need to help myself out of trouble. And dear lord Anet don't make it a new title o__0 then everyone would just check the wiki for it and never experience the wonderful feeling of finding it yourself. Besides a secret area does not have to be about rare monsters & treasures, I would be satisfied with just looking for new beautiful sceneries. Gengetsu 21:01, 17th of April 2008 (GMT)
I think secret areas are a good idea. Perhaps they can only be accesed when the entire game is completed and you are wearing a particular type of armour and if you are a certain race. Something that players won't be very likely to stumble on very often. They would get posted on wiki after a while though, so perhaps they could be randomly placed for each player rather than a set location. Would make them much harder to find and couldn't be spoilt by people posting the location on the net.--Neyon 16:44, 5 May 2008 (UTC)

Leveling Up Slowly

Hi have you noticed that in the night fall and faction games u tent to become lvl 20 really qiuick compared to proficies where it took me untill i got to the deseret to get to lvl 20. i think in GW2 it should take an average amount of time to lvl up . Like in the lower lvls the higest u can get from a quest will be 1000xp instead of 4000xp plus it has probly already been mentitioned but we should be able to go over lvl 20 but just make it herder to get atribute points. so if u made the higes lvl 100 and every tim u lvl up u get 2 atribute points. and instead of having runes to get ur atributes higher but do very hard quests in a dojo of acention to have the capabailites to have them higher than 12 but runes r all fine an dandy as well .

NOw the five dojos of ascention their should be five maby more dojos one for each god and the only way to get into them is if u r lvl 77 and u have done the offering to (dawana,grenith,baltazar,melerdrue) in which u must crafta spesial item that relates to that god (dawana/vial of lightend holy water,grenith/the heads of dawanas 10 holiest monks(all lvl 100),baltazar/1 claw from each of the evil dragons that poped up,melerdrue/the moa chick(hard to get)as well a defeating a lvl 100 celestual represantation of that god.In each dojo u will meet the godthat will sell u eliet amour and give u quest for extra atribute and special 'GOD' skills thatare better tha eliet skills. the will also be albe to sell u all the eliet skills for the profecesions they command the will also give u a mini of them for doing a special tital called servant of dawana/grenith/baltazar/melerdrue.and lastly for the dojos u may only enter the dojo of your first profecesion.

yours truly jone pure heart/Quentin Allardonl

p.s i dont have broard band so if u could can u make it so that u dont have to beon the internet all the time but still go on the internet

So basically you're saying that low grind and easilly obtainable top tier skills are "problems" in Guild Wars that should be "fixed" in Guild Wars 2 by adding more grind and making top tier skills harder to obtain. -- Gordon Ecker 05:02, 6 April 2008 (UTC)
Ok, firstly, learn to spell!Secondly,do you even know what ascension means? Thirdly, what are you talking about with the leavelling? And fourthly, if you played the game while offline there would be no other players you could see/team up with!Elcaron The Wise 07:05, 6 April 2008 (UTC)
The reason some campaigns level up faster than others is that Factions and Nightfall contain more material which is suited for level 20 characters, adding more of a chalenge for people heading over from other campaigns. If you go to prophecies at level 20 from NF or Factions, then the first 5-6 missions will be really easy for you. I think they were trying to minimize that effect. Ashes Of Doom 13:11, 6 April 2008 (UTC)
I don't understand...Does the internet emit special rays that disable the part of the brain that allows for (at least semi-readable) spelling? And despite the growing amount of suggestions by random annons, I refuse to accept the idea that Grind is the answer to all our problems!!! Graaagh-Warior kronos 20:15, 6 April 2008 (UTC)
I'd say that Prophecies level speed was good. maybe a little slower, but nothing drastic. And to be honest, the dojo idea is terrible.... The ability to buy elites is just a bad idea all together, and titles and mini's are meant to be earned. Putting them all together into one area is just asking for trouble. Kairu 04:37, 22 April 2008 (UTC)
I think that buying elites would be fine as a gold sink as long as the elites are also available through capping, however I stand by my criticism of the original poster's suggestion. IMO the worst part is the rare item requirements. -- Gordon Ecker 05:39, 22 April 2008 (UTC)
I agree totally, being max level should be VERY hard. Currently, there are probably FAR more max level charachters in GW than there are all other leveled charachters put together.--Neyon 16:44, 5 May 2008 (UTC)

Roaming NPC's

Saw this posted in the Guildwars 1 suggestion page but i think its more of a Guilswars 2 suggestion.

Have NPC's that roam around the world trading with people or chatting or visiting like say I could be Ascolon and see a girl called Sandy and later I'm in Lions Arch or Droks and I see that same Sandy again in the other town.

Oblivion has a feature like this called the 'Black Horse Courier' that goes around the world delivering newspapers to the towns.

Though I'd like to see allot of Roaming NPC's in Guildwars 2. 122.109.43.82 10:31, 6 April 2008 (UTC)

I like this idea, though if it were to be real, this guy would have to completely un-tireable, or maybe even dead, to travel all around the world on like, a weekly basis. So what about this: "The Spectral Merchant" he would be an ancient spirit that would travel from town to town on a weekly basis selling his wares. His inventory would consisit of, say there's another design a weapon contest, he would have a set number of those new weapons so it's a first come first serve type thing, then he would also have whatever players have sold to him, so say I sold him a fire staff, somebody else could find him, and buy that fire staff, like a general store. He also wouldn't just be found in teh towns, because if i'm right, the peopel of tyria, other than teh quests that taught you to do this, don't map travel, they walk. So we should be able to find him somewhere in the wilderness, on his way to his next town. Lord Zepherr, 08:36, April 6, 2008 (UTC)
Cool, i'd love it :) - Lars 87.123.34.188 15:23, 7 April 2008 (UTC)
Had another thought what if there was a dynamic always changing component to this where these npc's wouldn't be immune to creatures or things going on around them on the road like say you run into into one of these roaming npc's one day and is being attacked by a creature that strayed too close due to a spawn placement or someone pulling the creature to the road as there trying to get away close and the npc gives you some money or something as a reward for helping them and another day you may be on that same stretch of road and that npc isn't being attacked or anything and goes on by without a problem or A bridge which is burnt by a dragon and that npc has to go the long way around or divert to another town. 122.109.43.82 06:04, 8 April 2008 (UTC)
Nice idea, would be interesting if the merchant sold unique items or supplies and went to a random town rather than a set schedule. This would definatly be more interesting as players would have to track the guy down rather than just go to his static position like most NPCs currently are.--Neyon 16:45, 5 May 2008 (UTC)

Notes for Friends list

This is just a small idea: all the time I play GW, I was meeting new people, and I added some of them to the Friends list. But now I have let's say 50 friends there, and I just can't remember everyone, who is who and why did I add them there. It would be great if you could add some small note to each of your friends, such as "that funny guy (Mo) from Abaddon's Mouth" or "first good Wammo I met in PvP".
Additionally, I'd like to see the order system written here as well. -- Kyuubi no Youko 15:02, 6 April 2008 (UTC)

Not the most important think, but still nice if GW2 devs got too much time :D - Lars 87.123.34.188 15:22, 7 April 2008 (UTC)
I said it's just a small idea :) -- Kyuubi no Youko 14:18, 10 April 2008 (UTC)
I think its a great idea, I can never remember who people are and am often at a loss for what to say when they PM me. --The preceding unsigned comment was added by User:65.24.136.255 (talk).
Yah I have looked through my friend list (about 40 names it seems) and i can only reconise about half what are they past guildies, RL friends, teammates, or people which i wanted to whisper when rerolling a charector for HA it is difficult how it is
Totally agree, infact i brought this idea up myself a while ago. Probably lost many friends simply because I forgot where I knew the name from.--Neyon 16:45, 5 May 2008 (UTC)

Lore VS Equality

Sorry this is posted somewhere else but I was too lazy to click a link; Should GW follow lore and make Norn "better" for Warrior like profession and Asura "better" for caster like professions; or should it follow equality and be fair? I think that equality is the way Aney should go, even if it doesn't make any sense to have a giant norn charcater rasining minoins and having 60armor or a tiny asura sin spiking (that would be sweet) I think more people will be upset if they follow lore instead of equailty. Lost-Blue 20:47, 6 April 2008 (UTC)

I think that different races should have different attributes and particular strengths and weaknesses (lore over equality). So, yes, I think that a Norm warrior should be a stronger warrior and have more health, for example, than an Asura warrior. But if you made a Norn caster of some sort they would have less mana than an Asuran caster. If this was implemented though, the attribute differences should not be drastic, that way all races could still be effective in any profession. I would like to see this aspect in GW2. If this was a part of GW2 then it would definately give reasons to strategically pick particular races over others depending on the role you are looking to fill. --Sirus 21:54, 6 April 2008 (UTC)
WoW has something like this, different races have different bonuses. So yes a human paladin is a little better than a dwarven one. At first. but after a while those bonuses dont mean as much, so in the end they all even out.
And since most of the GWers detest WoW, do not implement kthx. Equality imo. --Vipermagi 18:14, 8 April 2008 (UTC)

Added to that, each race should have the main skills like rez sig, but then its own set of skills for each prof. Like norn have the bear one that no other races can do. Or the slyvari could have nature skills or something. --higgin3 21:41, 8 April 2008 (UTC)

Perhaps making it more then a cosmetc choice would be better, but make so that one race could be very good atleast in 1/2 the professions/play styles. Organizmx ,10 April 2008
Ideally they should be identical. WoW is a failure and you already know it. Everything based off WoW is a failure and you know it.
Thankfully Guild Wars 2 already has some steps on WoW as far as racial balancing is concerned: no split sides. Sure, we'll fight each other, but there should normally be a chance of some of each races on either side. These means they can give the races power without worrying about epic side balance... they just need to fight off having one cookie cutter build being perfect.
On that note, I think equality and lore can be preserved is we don't have racials by race but instead racials by professions within the race. Using the Warrior profession as an example: Norn Warriors might have more health and some skills that require then to be in bear form, Charr Warriors might do more damage and have some fire based skills, and if there are Asura warriors that would have more mana and some melee range elemental skills. Can't think of a passive for humans, but I'm certain they're skill set will include things drawing power from Balthazar and the other gods.
With that system, every race would have some unique power under their choosen profession. None of those unique powers would be useless to a profession since it's designed for the race as that profession rather then the race in general. That is one of the biggest flaws under WoW racials after all. We will still have people designing favored builds that rely on certain racials, but it's really just the same problem we have with professions and cookie cutter builds right now. It will just have a new dimension in Guild Wars 2: race.--Ryan Galen 19:38, 11 April 2008 (UTC)
Really good idea!!!!! I think this is the answer to all our "wants", it would make everyone happy. Equality + Lore! Perhaps humans could have bonuses in all areas, but not as potent as the other races, to be the "well-rounded" race. Drawing power from gods is a good idea. I wonder what Sylvari might be though. Speed? Anyway, Awesome Idea! Underated Skill 02:38, 12 April 2008 (UTC)
Just a thought about this came to my mind: make every race an own racial attribute, like primary attribute on professions. For example, Humans should have "Faith" attribute, which propels their effectiveness with some holy stuff, Asuras - "Mechanics" or something like it, Norns - "Endurance" and so on. This will make a race/profession choice more independent. These racial attributes will require attribute points to be put in them (or progress as a title track, or even be level-related), and will result into certain inherent effect, depending on your other attributes. Human warrior relying on Strength then will make some holy damage casted on foes with every hit, or aura-like ability that will protect surrounding allies if he chooses Tactics. Human necromancer... Kinda unimaginable with all those holy stuff eh? But we have Grenth god ;) Being more faithful then yeld the necro an ability to reap souls more effectively (guess what attribute is that) or exploit corpses at increased speed or even hinder minions' cumulative degeneration. Or something more practical, like "Golem mastery" for Asuras - they will be able to make golems, while no other race could. There are plenty of space to imagine things, but this is yet just a thought. Ratys 09:07, 26 April 2008 (UTC)
i realy agree with Ratys this would be a great idea for GW2 a good way for the races to have a benifit. you can still be caster with norans but have higher health. it evens up you can uses all professions for all the races. all in all great idea <3 it.
I think they could give them racial abilityes for every profession, instead of something like norn=warrior and asura=mage. It could be that a norn warrior is tough and has more hp, but an asuran warrior is wiley and gets more energy to use for tactic skills, or asura mage would have more effective spells like extra damage, but norn mage have tough mental constitution so their enchants last longer. I just don't want to it to be like other games where they see my halfling warrior, /point, /laugh, and kick from group because he isn't the so called 'right' class for his race. Make it so all races are effective at all professions, but they have their own bit of 'flavor' that separates a dwarf monk from a human monk, etc. - 144.226.230.37 15:55, 2 May 2008 (UTC)
I definately agree that different races should have different set attributes / bonuses. A caster race should be better at casting than a warrior race but suck at melee combat. I beleive this if fair as if you want to go smashing things with pieces of wood then choose a suitable race.--Neyon 16:46, 5 May 2008 (UTC)

Aggro and Pets

One topic that I have not seen addressed (and I could have missed it - so if I did, please let me know) is the issue of managing monster and npc aggro. I think that for GW2 there should be more ways to manage it. GW1 does not really have an effective method in my opinion. I know that usually the monster stays on the first target to attack it. But there are times when monsters break aggro, and I think GW2 needs to have a way to control aggro. Tanking classes could be equipped to actually be effective tankers and have crowd control. This would most likely take the form of skills to "build up" aggression through damage dealt and threat and skills that stun opponents for x seconds or impare their movement speed. This way, tanks can keep monsters away from their less hearty teammates (like rangers, elementalists, and monks).

Pets should also have aggro skills to help them be better tanks and ranger companions. Perhaps pets could have their own skill bar, this would allow them to have specific ablities to manage aggro and damage. This way, players would not have to fill up their own skill bar if they wanted to use their pet effectively. And I think a pet stable is an excellent idea. What do the rest of you think? Sirus 21:38, 6 April 2008 (UTC)

To take a hint from another MMOG, Warriors could have a skill that provokes the enemy, forcing it to attack them without dealing any real damage on its own. --User mrsmiles tinysmile.png MrSmiles 22:51, 6 April 2008 (UTC)
Maby something like this: Come And Get Me Shout: All enemys become enraged and attack you for 10..25..30 seconds (5 energy 0 Activation and 5 Sec recharge) 75.49.0.142 00:28, 7 April 2008 (UTC)
Well, no. As I've discovered, aggro management often becomes the rule when such skills are added, and it takes away much from the game's active nature. Basically, warrior goes in, manages aggro, and everyone else throws in their spells. Rince and repeat. Sounds boring? Besides, sending in the warrior first and waiting a bit accomplishes the same, without wasting skill slots on specific skills for that purpose. -- Alaris_sig Alaris 02:04, 7 April 2008 (UTC)
Actually, I like the idea of Aggro Control, but dont make it as easy as "all monsters become enraged and attack you for 30sec", no matter what you or your mates do. Just let these skills increase the aggro, but still dont force them to attack you for such a long time (imba^^) - Lars 87.123.34.188 15:20, 7 April 2008 (UTC)

MAn where is the AI in all that? the monster attacks the casters or the healer (put donkoro on your team and go see how he run for her live) because they have alitle of brain.. and like you, they think that would be a lot more easier to kill you if you dont have a relaxed monk sit behind you casting healing spells. Kioga 14:19, 9 April 2008 (UTC)

Customizing the Guild Hall

Hi Gaile, I have a suggestion that my alliance want to expose you. We think that would we great if Guild Hall could be more customizable. For instance, you can buy some decoration or furniture. Maybe, it can be based on a reward system, for example if the 80% of your members has completed the whole game, you can access to new elements, or if you have won 100 times the Hall of Heroes in the last month. Something like that. Thx. --ReiNaruto 07:49, 7 April 2008 (UTC)

I like!^^ - Lars 87.123.34.188 15:18, 7 April 2008 (UTC)
I like this alot, it pairs up very well with an aspect of my "CustomRealities" idea in the march archive. And yes, having features as well as decorations available for guild-wide achievements would be an awesome idea, it gives more incentives for guild-group activities, helping fellow guildies, and being active in attainting achievements as well as getting a better looking guild hall, a more unique hall, special features and quests that are unique, and etc. --Elven Chaos 02:57, 8 April 2008 (UTC)
Thanks for supporting the idea :D That was the hidden intention, to promote the guild activities, now, the only Guild activity with some effect for all the guild is Faction Farming or ABing, and it is impossible for most of the people. I would like to see thinks, quest, improvements, that imply the whole guild, or at least, a big part of it. Sorry, for my English, but I'm a Spaniard :P --ReiNaruto 07:59, 8 April 2008 (UTC)

That sounds really cool, the only problem is that guild with less people, for example the 80% one, if three people have it, they have all the new features, it would make it impossible for bigger guilds. --higgin3 21:39, 8 April 2008 (UTC)

Then instead of percentage you would want to consider number of guildies (example: 20 guildies completed nightfall = earn nightfall related feature/guild decoration.) There are plenty of different things and ways to award. --Elven Chaos 23:22, 8 April 2008 (UTC)
You got the point, I was just making a suggestion about Guild Halls, I love them but they all look so plain and equal now :( The access to the special features is open, I could imagine something like 80% of guildies have completed the NF, but only available for guild with more than 10 members (random number here). --ReiNaruto 08:02, 9 April 2008 (UTC)
Really cool idea.. a kind of (but not) Hall of monuments for the big things the guild do would be nice too!! Decorations! Maybe some litle buildings like the zoo thing for pets or a arena for internal guild tournaments!. Kioga 14:23, 9 April 2008 (UTC)

I'd like to be able to buy a minstral for my guild which could play other music.--Jame silvers 02:26, 3 May 2008 (UTC)

Seasons

This may have been mentioned buried amongst another topic but it deserves its own topic.

It would be soo cool if there were seasons in the game. Like how Lions arch does Winters Day that should expand to the surrounding area also But make it so each part of the world is on a different season so one part may be summer when another part winter and they all change round but don't do what wow has done each zone being completely different where its heavy rain and as soon as you cross the border its bright sunshine. Instead it should be done with grey areas areas that are neither one or the other to give it that natural flow feeling instead of new map change and suddenly everything is different. 122.109.43.82 13:54, 7 April 2008 (UTC)

That would be cool, although a big problem with that is constantly updating the maps. It would slow down the game, unfortunately --higgin3 21:37, 8 April 2008 (UTC)

I agree. Seasons would be fun, but lower game speed. The Cabal 01:22, 9 April 2008 (UTC)

They do a similar thing in lord of the rings online, but weather effects and seasons required a fully connected world for it to work, i'm not sure it'd work for guild wars (Zyko Wolfven 12:34, 13 April 2008 (UTC))

Guildwars 2 is persistent including towns so Im sure it can work where as instancing it cant. 122.109.43.82 13:41, 16 April 2008 (UTC)
If it's not quite possible for the whole game to be seasonifyed (note my made up word :P) possibly the guild halls could be (thats presuming we still have guild halls). In december or at least during wintersday there could be snow in the GH and stuff like that. - User FirstSunspear icon.png FirstSunspear /// Talk 20:59, 16 April 2008 (UTC)

No more 8 skills restriction!!!

One of the weakest things on GW is the restriction of the skills you can use. i mean 8 skills is too little.. i dont say that they should increase that number,but to give us the opportunity to have shortcuts and able to use every skill we want or all if we prefer.

Guild Wars is Guild Wars because of small things like the skill restriction. Setting up a working skill bar is part of the challenge. So while the skill bar might see some changes, it won't be going away in place of unlimited skills in Guild Wars 2. --Ryan Galen 15:46, 7 April 2008 (UTC)
I honstly prefer the 8 skills at one time, and a pool of 1300 skills to work from, it is about the the skill, setting up combinations, working with others to combine skills to get the desired outcome. WoW has no restriction......and to be honest, I don't feel the same sense of team play that I do in GW. Med Luvin 15:55, 7 April 2008 (UTC)
Yeah, not signed. The limited skill set gives us tons to talk about, discussing builds, their relative merits, and how to fit our build to a team. I've looked up the WoW equivalent, and it's a lot weaker. There are far fewer ways to build your character to be considered viable. -- Alaris_sig Alaris 16:04, 7 April 2008 (UTC)

(Reset indent) Utterly Unsigned. The 8-skill system IS guild wars! Just felt the need to add my weight to this as I think that 8 is the magic number for the skill system. [19:01 GMT][07 April 2008][User:kiwi]

While i agree that the 8-skills system is a base under which GW was built, i am not entirely sure if keeping the system as it is in GW2 is a good idea. We still need to know how persistant explorable zones will work, and when combined with the chance of adding/removing people from groups in the middle of an explorable are (which may not be added as a function to the game actually), a rigid 8-skills system could prove to be difficult to manage. Maybe keeping the "8 skills at a time" but allowing users to swap skills from their bars after a certain amount of time, or under certain conditions could fix it (by example, allowing swapping of skills, but making the new skill disabled for 5 minutes).--Fighterdoken 18:34, 7 April 2008 (UTC)
Likely the skill balance and area balance will take this into account. First, skills will have added functionality. Second, builds taken in persistent areas will generally be more flexible, rather than the more specialized builds we take when going into a specific mission. Third, monsters in persistent areas will likely not have specific skills that require specific counters or team setup, and if they do, most people will team up in town first before tackling these specific tasks.
I did like the idea of expanding to 10 skills and have the last 2 skills "passive skills only", i.e. skills that give you a buff while equipped. Examples of that would be things like extra health, passive bonus against fire damage, or "charm animal" once you charmed one. Sounds fun, but again, I don't feel the need to move to a limitless system, and in fact I would not want to go beyond 10 skills ever. -- Alaris_sig Alaris 18:55, 7 April 2008 (UTC)

That seems kind of lazy to be able to use all your skills at once. It doesn't require any thought at all. The reason for the eight skill bar is to make the game challenging and to make the players use strategies while fighting certain monsters. Having all your skills at once makes the game way to easy and completely unthought provoking.(I don't have a signature)

Think about what you are suggesting here. Removing the skill limit is just making guild wars another lame spin off of WoW. Honestly, if the limit is removed it would also cause utter havok with skill balancing. Think about it, being able to use any of your elite skills at will just does not work out. I also agree with the people above, it just removes the challenge from the game.

8 skills restiction WAS GW 1. and who tell you that with more skills you have no challenge? i remember at gw at some point all had the same set of skills because that was "the best"... no challenge to make your own decision..but you should follow a certain road of tactics.besides GW was instanced..wich 8 skills should work fine. but what about in a live world like this? what if a random event pops up and you have to kill a (fire)dragon and you have a fire set of skills?? and in the end of the day if you like so much that 8 skill system you can still play GW 1 ;) PS: WoW has million more diferent builds,skills,talents to chose from..and the fact that you have a bounch of diferent skills in your screen to chose to use in real time is even more challenging ;) ..and sorry i dont have signature..~ vag~

If you can use 10 times more skills then each skill will be 10 times less effective/powerful/good. If I remember correctly, they were considering 9th slot or something like that, lets see how it works out in the end. Biz 20:44, 8 April 2008 (UTC)
But with skill bars with no limits, there's no creatvity involved in combinations to kill a monster. You can jsut use all your skills and look there it is dead. --higgin3 22:03, 8 April 2008 (UTC)
That is where flexible skill bars come into play. You could have a bajillion skills, but as long as you limit their use there is no real problem. By example, allowing the swaping but limiting them at 8 at a time so you can't really change them in the middle of the battle (or if you do, have some harsh penalty while doing it), but still can in the middle of a dungeon with some minor downtime, as to allow more flexibility and maybe more liberty for developers as to create less "balanced" dungeons (*grin*). --Fighterdoken 22:10, 8 April 2008 (UTC)
But still, the 8 skill limit is one of the things that made Guild Wars what it is. Removing the limit would totally upset everything, take the challenge out of things, etc. Even with some sort of limit such as disabling skills, being able to use all of your skills at once is lame pointless, boring, and lazy. Removing the skill limit removes all creativity and fun from the game. The Cabal 01:21, 9 April 2008 (UTC)
All this talk has raised an interesting question in my mind: "When do we change our skill bar in a persistent world?" In outposts is an obvious answer, but how about in the rest of the persistent world as long as you're not in combat? Mind you, I'm talking about the persistent "explorable" world only. In missions and dungeons, I firmly believe that skill bars should be locked. We need a challenge after all. --Ryan Galen 13:47, 9 April 2008 (UTC)
I agree in some ways with what hes saying, but I can see the problems it raises. Having all your skills avaliable, even with a penalty, is too much. Maybe if you could have a secondary skill build set of 8 skills that can be switched between, but requireing some sort of penalty/cost for change. Having "Shrines" (eample, any name would do) or "safe zone" areas in explorables where the skills could be changed would limit how and where you can change them. You could tackle what your current skills allow, then go to this area or what not and change the build. Then you go on and finnish up. This is (sort of) like how when you complete a skill-reward quest in an explorable you have the option to add that skill over another, only on a larger scale. The build would need to be pre-set in a town, just like the primary build, but wont allow for the change of attribute or secondary professions. It would have the effect of allowing more skills, but not overpowering the overall balance of the game. Also the idea of having "passive" skills is another option instead of a real skill build. Maybe these passive skills could be in a "passive skill bar" and pretty much act like how runes do on your armor, but they are on yourself. Its kind of like effects from titles, but on a more general scale, and not just 1 boost. The passive skills would be best if they were limited to 2-4 skills in the bar, to keep balance and prevent one person from having too many useful boosts, it adds another level of tactics to skills, not only are you needing to plan your skill build, but passive skills also so you can face the terrain and area better. Skills like these would be like "warm clothes" that makes it so cold areas dont slow you for 33%, but only 15%, or "swimming equipment" to assist you in swimming faster or deeper in water areas. The options for passive skills are limitless, and dont directly effect how you fight, but more on how you pass through the enviroment and get from place to place.Neithan Diniem 00:26, 22 April 2008 (UTC)

2 cents: 8 skill limit was something GW actually did very well in the MMO world. Take WoW, which allows you to have, what, 42 skills at any time? 8 skills add strategy, it makes you think. Those that don't think, those that don't choose a specific 8 to compliment each other, will be killed relentlessly because they're not smart enough to think of 8 skills that go well together. It's not difficult.- VanguardUser-VanguardAvatar.PNG 13:50, 9 April 2008 (UTC)

I love th e8 skill bar and i like to see a extra skill bar of non batle skills. Some ppl dont notice that teh current "blessing" system is a passive 9ª skill that we all use today. Kioga 14:29, 9 April 2008 (UTC)

I think that the restriction should be raised to 10 skills, and allow the player to change the skills as needed, and when a skill is added to the bar, disable it for 60 seconds. As a further restriction, when in a PvP or GvG battle, the skills should be locked.--Darque 18:19, 14 April 2008 (UTC)

    • Can we merge Charm Pet/Comfort Animal into one skill please. cos charm pet is pretty useless after u have ur pet with u. >< Or make it an item, "scroll of pet charming" and then when you have a pet, equip beastmaster skills. As you said, 8 skills isstrategic, but its not very efficient to waste part of your limited skill slots on a useless skill. Even have a separate pet skill bar of say 4 skills when you have captured a pet with the scroll, then it is a bonus for the beastmaster/rangers. (neko138-no sig sorry)
i think that works that way because you have to "pay" something for have an extra damage dealer on your team. I know is boring to waste a skill slot in that but if not.. all the ppl will have a pet.
LoL age old argument here, there are good reasons to keep it the same, and others to change it. Personally, I think the skill bar should be increased, but only a little (perhaps to 10). I just think that there are so many skills, and such a small skill bar means that many skills in the game are almost never used.--Neyon 16:49, 5 May 2008 (UTC)

Custom UI, Mods, Addons etc.

I believe one of the things that boosted WoW and beated every other mmorpg is that blizzard has gave the power to the users/players to improve the game by adding things that the original Game hasnt implent. this way our GW life would be alot more fun and we can help the game to be improved. Plus i want to be able to do alot more things than just quest,story progresion,farming.. make more activities..more profesions and more complex game play as crowd control and a way to can see how agroo the tank has or can still keep. and generaly stuffs like these.. make GW2 .. WoW X2! :P

Urm... Generally, i can agree, but please DO NOT MAKE WoW (x) 2 !!! xD - Lars 87.123.34.188 15:17, 7 April 2008 (UTC)
Guild Wars will never be WoW-like. Just a comparison: WoW is something like Oblivion - just hack'n'slash eveneng fun, while GW is like cybersport discipline that makes you think your way! It's like chess, but alot improved and really more difficult. Game for brain ;) Ratys 09:23, 26 April 2008 (UTC)
This idea has good intentions, and would work very well if it wern't for Evil People. Really, opening up the game to mods and addons would just invite people to take advantage of the system. This would probably make it much easier to hack into GW or give players an unfair advantage.--Neyon 16:51, 5 May 2008 (UTC)

Proper FPS HUD and Controls to go with 3rd Person

It would be really cool to have a toggle that would change the control system and the hud to FPS style.

So you would 2 HUDs one for FPS mode and one for 3rd person mode and 2 sets of controls to go with

This way some players can enjoy Guildwars like it was a FPS game and others can use 3rd person like now. FPS would do things like to change selected skill you use the mouse wheel and left mouse to fire and spacebar to jump etc. 122.109.43.82 15:32, 7 April 2008 (UTC)

Guild Wars has too much of a concern about what is around you, 360 degrees. Not to mention there is no advantage and plenty of disadvantage to using the skill system as we know it in a FPS mood since we don't shoot spells but instead we target spells. I don't see any sign that things things will or should change in Guild Wars 2. At best, a First Person mood of viewing the game would allow us to get a closer look at what is going to be stunning detail. A good enough reason for casual play or movie making, but it would have none of the tatical expierence you are looking for.--Ryan Galen 15:40, 7 April 2008 (UTC)
Guild Wars 2 shouldn't just look like an FPS, it should be IMPLEMENTED with an FPS so that you don't have idiots winning by spamming Searing Flames 24/7. They would actually have to aim Searing Flames at the other team(or waste 15 energy).
Something i have wanted for a while. I think the skill of the player should count as a large part of the game, rather than say their armour, skillset or attributes. Would be better if say, rangers did much more damage, but had to aim and shoot the arrow with a bow themselves, rather than having it done automatically.--Neyon 16:52, 5 May 2008 (UTC)

Graphical Update for Spells

I picked up GW when it first came out, but one of the big elements that kept me from continuign to play it is that the spells and skills simply didn't look interesting. We just want our casters to look wicked throwing out spells. Not a little flicker around them and an icon appearing over their head and then poof, the enemy takes a bit of damage. Doing a little can go a long way here. --The preceding unsigned comment was added by User:216.56.3.67 (talk).

This would be an interesting addition. I agree, the introduction of more animated spells and casting states would be neat. --Sirus 21:47, 7 April 2008 (UTC)
I agree that this would be interesting. However, if the new animations had an impact on the game performance I think that I would prefer to keep the ones we have now instead of slowing game speed.
Like any good game designer and/or visionary should do: meet both worlds. I myself YEARN more interesting spell effects, and this has been on topics before hand, but it is worth mentioning again and again. But the common ground between both worlds is in your options menu if super-graphics are implemented. Just like we are able to adjust graphics quality all around, have enchanced spell-graphics able to be turned on or off, along with a quality bar that adjusts how many extra lightings, ribbons, and particles go in a graphic. --Elven Chaos 03:33, 8 April 2008 (UTC)
As posted above a option to turn it off or turn the quality down but I'de love to see more animations and lighting etc for spells. 122.109.43.82 06:09, 8 April 2008 (UTC)
Bad idea. I don't want to have to buy a new video card. If this was implemented, there should be an option for the original graphics.
That is why I put the idea for the on/off option along with quality settings if turned on, please read all comments under a topic before posting in it. Good idea. --Elven Chaos 22:27, 9 April 2008 (UTC)
Great idea <3 it. im a huge fan of guild wars as well been playing it sents teh beta. over 18 hours daily love every aspectr of the game pvp, pve but one that in my opinion that it dose lack is the looks. if people want big shinny explosive stuff then give it to them and have that option to turn them off just like posted above. like with the one coments spells like SS we want to see a sceary shadow take ove the casted target. ect. II E V I L II

Artificial Intelligence.

Over time, players build up particular 'Builds' of character that become inordinately well tuned to defeating a particular group of NPCs (whether by race or other criteria). This can result in static, rote play styles, where certain builds gain predominance, and simply stay there, with many skills simply falling by the wayside, as they become thought of as sub-optimal.

Given a 'behind the scenes' learning method (classifier systems and such), the critters could adapt to changes in player builds by altering their own (though not trying to find fitness maxima, at least for the lower levels of game difficulty). Normal mode through to hardest mode could be graduated using this, with critters making increasing use of AI, rather than just more HP.

Also, individual behaviour of the NPCs can become less uniform, as each may have it's own slight variations on the rule scripts (i.e. some will come across as quite berserker like, doing the classic 'run for the party and forget the rest of the allies'. Others may decide to run to get help. Some may hide, and stalk the party, waiting for them to be weakened before striking (keep the party sentries busy picking these guys up before heading to bigger fights, or maybe running away to pick up reinforcements).

While making some parts harder (the enemy are actually planning too!), it could also make some fights easier (cowardice, morale and fear actually do happen in NPCs too.. Perhaps a few of the opposition are also trying for the Legendary Survivor track as well!).

If it's kept pretty lightweight (NPCs are non-learning, with fixed genes, and 'evolution' happening through generations), there shouldn't be too much load on the servers. Not sure how much use GW/GW2 make of distributed work packages on clients due to security/integrity issues, but if that's allowed (multiply redundant with consensus, and the odd few calculated on the server to see if anyone's playing silly out there in general on a wide scale). --Juillen 23:22, 7 April 2008 (UTC)

It seems needlessly complicated. I think that having a pool of a few dozen "personality types" or "AI modes" and giving monsters some build variation would be sufficient. -- Gordon Ecker 23:46, 7 April 2008 (UTC)
I do believe Juillen just elaborated on the message, what is being suggested is a semi-intellegent AI that over-time switches certain skills out to help counter the commonly used build to prevent any chance of perpetual stereo-type "build-of-the-zone". I agree that the AI actions here are over complicated and a little ridiculous as far as fleeing and stalking, but an AI that adapts to a builds use and learns slightly better (and temporary) targetting in harder zones would be plausible. There will be unchangable skills and AI settings of course, the stuff that makes the vampire bloodsucker a vampire bloodsucker and etc. --Elven Chaos 03:33, 8 April 2008 (UTC)
I am going to support this it would give people more reasons to play instead of just running through 1 shotting everything as they have the perfect build for that area. It would make it dynamic forcing people to change and get better at playing at the same time other than getting in there comfy zone and going i will cast these 3 to 5 spells in this order it will kill the creature without them even doing anything to me. Yea sure it may take a little programming but the end result is well worth it adding new life to a game that would have become stale with everyone knowing exactly how to kill everything and if you don't 120% know then your not allowed in the group, like we have currently in some areas (aka underworld and fow). 122.109.43.82 06:16, 8 April 2008 (UTC)
You know that Uw and Fow allow you bring heros? Dont need to fight with know-it-all groups; Go with a friend, bring talkora, dunkoro and what ever balanced heros you like. Those two missions a quite fun with a friendly guildie and your trusty heros. --Bob 15:04, 8 April 2008 (UTC)
Build of the zone is the reason why this game is fun. The goal is to figure a build to defeate a group a enemy that also use a particular build. If too much randomness in the monster skill are introduced all strategic thinking become uselss and players might as well go with any skill's "icon" they think it look cool. Now, if you find boring using the cookie-cutter build found on the web then that is your fault. Be more creative and try to do a better score then what posted build allow. There are endless posible way to vanquish a area or get the master reward, you can surely find one that suite your style. --Bob 14:57, 8 April 2008 (UTC)
The 'rate of learning' is easily tweaked. In any adaptive system, there's a fine line between chaos and order where things get really interesting, and part of that line will be in the time taken to propogate 'counters' to the most successful player builds. Also, a 'counter' won't make that build invalid. It'll still remain strong, just not all powerful. I think you hit the nail on the head when you were saying the fun was in figuring out how to make a build, and keep creative. Once AI works out how to take the edge off your favourite build, you change out a couple of skills to take advantage of other weaknesses the new AI builds have just exposed. Also, the more prevalent and heavily used a build is, the more 'resistance' an AI is likely to build up to it. Diversity and creativity are the keys to staying ahead. --Juillen 19:00, 8 April 2008 (UTC)
Awsome system; except most players here wont wait until 2040 to play gw2 ;) Leurning system always get you unexpected result(that is why they are developed afterall). Things will never be balanced right. Change in skills or foe type will need to be adjusted by a human and tested by human. Repopulation of all area with new foes every 6 month or so could be interesting, but think all the testing and QA before it ship. Personaly i would rather see that effort put in new content similar to the Sorrow's Furnace mini expansion. --Bob 21:27, 8 April 2008 (UTC)
Wouldn't take long; AI was my specialist subject on my computing degree; it took me about 6 months to scratch build this kind of system into a Uni MUD in the early '90s (Ahh.. Good old LPC coding). Part of the payoff is that this stuff auto balances if you build the ruleset correctly. Actually, the system I had was far more complex, but I could afford more CPU time on a low object count environment than is really economic in a massive multiplayer system. A lightweight system (such as classifiers) would have the low footprint and rapid dev time to be feasible. But quite agree that content is king. Certainly in the early days (and hey, if they build the AI as an interface in the NPC object with the initial release just being simple heuristics, as seems to be the case at the moment, it can always be adapted and expanded on in patches if the whim strikes the dev team). --Juillen 22:53, 10 April 2008 (UTC)
Also i agree with Gordon. I would also add that behavior model should be selectable for our compagnion/hero/pets/.. --Bob 21:33, 8 April 2008 (UTC)
I have read somewhere that the 'static' aspect of pve was meant to help new players to learn skills before they engage pvp... If it's true I am quite sad because I strongly support your idea of adaptive behaviours and skills selections. Yseron - 90.28.209.81 23:04, 10 April 2008 (UTC)
The game is not all about pvp, so i doubpt it, but if it is true the adapting monsters makes you adapt and think of other possibilities (learning from their combo's as well as your counter-combo's), honing skills even more. Also, if pvp has a popular build, someone will eventually come up with a counter or something that can beat it. Also, only the beginner's area should stay static if this behaviour model is implemented. --Elven Chaos 03:11, 11 April 2008 (UTC)
It could be done so that monsters occasionally spawn with slightly different build, like the ruby djinn is normally searing flames but it could also be be spawn with savannah heat. Eventually if these different monsters are more successful than the original, they would over time become the most common type of that monster. It's pretty close to natural selection of the world and would bring some unpredictability to the game but it shouldn't turn into chaos if done right. Gengetsu 4:57, 18th of April 2008 (GMT)
Aatxes EEVVEEERRRYYYYYYYYWHEERRREEEEE! --04:05, 18 April 2008 (UTC)

Length of Weapons

Possibly something for 'harder mode' sides of the game; weapon size counts. Some weapons have massive advantages in some ways, but huge disadvantages in others.

For example, spear: It has a huge reach, and when combined with a shield (losing a little of the full reach), makes for a great mid-long range melee weapon. Anyone using a sword has to get round that nasty point. And that's not easy without taking a huge risk of getting to be as well perforated as a tea bag. However, it's only useful in one direction. Flank a spearman and get in close, and the only choice (unless there's a backup weapon there) is to run away. Quite a fast attack (used like a snooker cue) with reasonable damage. Just with all the problems of only really being effective at distance.

Two handed swords/longaxes/hammers don't quite have the reach of a spear, but are devastating in a whole circle around the wielder. Not the easiest of things to get inside the effective reach of, and the damage dealt by these is massive if they hit. Get in close, and they start to be quite puny in damage output and very unwieldy. Generally quite slow, but devastating damage per hit (they were designed to punch through armour after all).

Swords and axes are good all rounders. They are hugely successful at holding the mid-ground, just losing the edge at very close quarters, and into the longer range. Reasonable speed, reasonable damage

Daggers and knives are the real close quarters weapons. Very effective at denying anyone the chance to deal much in the way of damage back once you're in that close (swords are cumbersome, longer weapons just have no chance at that range). And VERY fast.

Quarterstaff is effective as just about all ranges; it just doesn't do the damage that the rest of them do in their speciality distance.

Bows: Hideous at distance, but never let a melee get in close. Firing point blank while having someone play ping pong with your skull and a hammer just doesn't work.

This supplements some previous comments I've read in this list about people liking the idea of formations (personally, I'd love to see them! The shield wall is a real joy!). Having an 'auction' for getting a better distance for your weapon than the 'neutral' one that the fight defaults to (i.e all damage is effecively taking into account that all combatants are trying to keep the right distance, and getting in the odd lucky blow/backstep and so on) carries a risk (huge damage if you're unlucky, with no gain in range bands, or possibly a loss, as you've just been successfully rebuffed in a painful way), but can carry a massive bonus if you get a step advantage, perhaps even forcing an opponent to disengage and run off to try and reset the distance.. Though the person you're running from has the chance to chase you down, and attack from behind (which is always bad. Very bad)!

Actions like flanking/back attacks can pretty much choose their distance (so never let a foe behind you!).

The range auctions could pretty much be done with the click of a button/spending of adrenaline or some other simple mechanics, with feedback possibly in the form of a slight colour change around the feet of the opponents to say if they're in an advantageous range (and by how much). --Juillen 23:58, 7 April 2008 (UTC)

I like all these ideas. I would personally also love to to see more weapon types aswell, perhaps two handed varieties of one handen ones from GW1 and vice versa? Two handed sword (the ONE thing I REALLY missed in GW1)? Polearm/longaxe (two handed axes)? Mace/light hammer/morning star (one handed hammers)? One handed dagger (I mean, its just silly to fight with two daggers... although it wouldn't make much sense to use a dagger with a shield either...)? Aditionally perhaps there could be ranged varieties of melee weapons such as thrown daggers, throwing axes... in a similar way to a melee spear (shouldnt thrown spears be called javelins btw?). Also i like exotic type weapons, and even some don't seem that useful, this is a game and they can be very useful (just like scythes...). Perhaps whips? Rapiers as faster/lower damage and piercing swords? Flails/nunchucks? Brass knuckles/clawlike weapons? 82.149.1.199 14:52, 15 April 2008 (UTC)I don't have a sig, but I will check this page again.
Amen to the exotic weapons. Throw in one-handed and two-handed melee spear/polearms and I'd be in heaven. Nunchucks/tonfa rule! - 144.226.230.37 16:06, 2 May 2008 (UTC)
I would also like to see two handed axes in GW2 with the possibility of giving it some armor points to make up for the lack of of a shield. I bring this up because i was a warrior and the axe was always my first choice as a primary weapon, they could come up with new skills for the axes. A primary set of skills for all axes that will work with anything, And then there could be skills that work with the two handed axe alot better than with the one handed axe and vice versa. I would also like to see the monks get some melee skills allowing them tow use two handed staffs or even bladed staffs like the Nginata, the Bisento, Hoko, or the O-no. I bring this up because many of these weapons were already in use by monks in the asian part of the world--A fry 01:01, 29 April 2008 (UTC)

Reconsider No Mouse Control in GW2

I read somewhere Mouse-control in GW2 will not be a feature? What about the handicapped and less able? To some playing GW is enjoyable but heavily depending on Mouse-control? Please Reconsider. --Silverleaf User Silverleaf sig.png 12:38, 8 April 2008 (UTC)

handicapped use key press to control mouse function in most accesibility software. I dont know where you read that but i doubt gw2 will be crippled compared to gw1. Maybe they mean that mouse would not be require or that default control set will allow all actions to be perform from the keyboard... --Bob 14:42, 8 April 2008 (UTC)
Atm, it seems there will be no click to move function in GW2. Lord of all tyria 14:44, 8 April 2008 (UTC)
Poor mouse control was what ruined Dungeon Runners for me(that, and really annoying voices). If they're not going to have mouse control, they better hope the alternative is decent. However, I do understand why it would be difficult/impossible to implement, with swimming and jumping and all. -- Kite 22:37, 8 April 2008 (UTC)
Take Aion as an example, they have swimming , climbing and flying and Aion has Mouse Control. o.O..
And Perfect World Also has swimming and flying, and they also has mouse control.
Its FULLY possible to implement. o.O .
Like when you dive, If you drag your mouse down, your char swims downwards.
and if ur climbing, you would for example just move against the climable object,
and then to climb upwards change viepoint up and move o.O.
But Myself when playing gw i ALWAYS use W to move forward o.o but just saying, mouse control is possible,
like you can run if u hold down both left and right mouse button, Jump on middle button.
and slide when u move ontop of a land part that u can slide on.
and jump into water only when ur supposed to swim,
and use right and left mousebutton to swim and control direction with mouse.
Yes, i agree, mouse control is possible, it would be Horrible if I couldn't use the mouse to put on my skills n' junk. but worse is when you need to think fast to move, such as an example. "Oh noes! 7 trolls just came in to kill me!" *moves hand a centimeter to the right and clicks* "yay I ran away!"

i think their refering to the "i click here and my char will be it's self with out useing wasd" option. not that it would be gone all together sai baku71.229.193.97 16:28, 12 April 2008 (UTC)

I think relying on a middle button would be a bad idea. I personally have a high end mouse with a middle button which is a scroll wheel, and when I press it I normally roll that wheel a little or tilt it. This would mess up my gameplay by changing my view and throwing me off for a few seconds. I personally do not use my mouse to click and move, though when I am lazy I have been known to use only the mouse or only the keyboard. Though I must also point out. Not all users have a middle button. Kairu 13:23, 20 April 2008 (UTC)
better not have dodgeball in GW2 then it is impossible without mouse
Leave My Mouse Alone!!!--Neyon 16:54, 5 May 2008 (UTC)

Speed, Swimming, Climbing Attributes!

these attributes would not use up your skill related atributes but use their own set. upping speed could make your person go faster, swimming would make you sim better faster etc. i also thought that a balance attribute would be cool.

Yes that would be an interesting feature. However, in all honesty, it sounds kind of pointless. I think keeping everything the same would be better than switching to using attributes etc. 216.56.3.67 20:16, 8 April 2008 (UTC)
This isnt morrowind. I dont want to have to grind my walking speed...--Ryudo 20:17, 8 April 2008 (UTC)
Stop bashing Morrowind, if you don't like it, Morrowind has a console.

Yeah, I would much rather just go the fastest at all times, there would be no need to go slow...--higgin3 21:36, 8 April 2008 (UTC)

I'd like a walk button but nothing more.- VanguardUser-VanguardAvatar.PNG 22:11, 8 April 2008 (UTC)

Ah, for a faster movement. I think most classes have a 'move faster' spell or two put by, which should cover most eventualities. What would be really useful is having one that could make you run faster in an outpost.. Good point well made though.. Just where do you draw the line at adding things in as skills? Personally, I'd save up for a point or two in this, most likely. --Juillen 22:58, 10 April 2008 (UTC)

I LOVE this idea! To have a seperate set of attributes for movement types would add in a lot of strategy from a VERY different perspective than it was with only skill attributes. For example, if we had four same movement attributes for all classes ( land speed, water speed/breath, balance, climbing agility), a runner that needet to run a flag could have different options on where to go. Sould he just run through the field where people are fighting? Should he climb a ledge to the flag stand? Should he rather swim to get to the stand? The balance attribute could reduce (not significantly, but enough to matter) the chance of knock downs, being knocked down if you fall a great height (could probably happen since well be able to climb). The breath part of the water attribute could also make you more able to be under water for greater lengths of time. All in all, I think its a great idea! The only thing to figure out is, should all classes have the same movement attributes, or should some classes have aditional ones? Also, should all classes have the same number of movement attribute points? I really think these attributes shouldnt use the same point pool as the regular ones though. 82.149.1.199 15:10, 15 April 2008 (UTC) I have no sig, Ill check back here though.
I dont think that we should be able to make our selfs go faster, thats wat running skills are for. But i think we should be able to walk..or..uhm..skip and stuff

I like the climing thing. you could climb up and let go or fall. you could also go to different places easier. --The preceding unsigned comment was added by User:24.118.130.153 (talk).

New Classes in GW2

moved from User Talk:Gaile Gray

Now the classes are great in Guild Wars, but i think we need more. For example in GW blunt dmg was rarely used we could have more classes or weapons that us blunt. Here is a list of what i think would be cool to have:

Brawler (uses his legs and hands to fight using blunt bone breaking skills to weaken there foe)

Lancer (uses a long two handed pull arm weapon to Pierce the armor of his/her foe)

Champion (uses Nunchaku or a bow staff to use quick paralyzing attacks)

Alchemist (uses stuff he/she finds to use strange toxins on the foe)

Paladin (uses his/her Melee combat and holy powers to vanquish evil)

Summoner (Summons Magical creachers to fight for them)

Puppet Master (uses his/her puppet to fight for him/her)

Gladiator (a Master of combat but low def against magic)

I know not all of these will make it in to GW2 but a least consider them. Like the Brawler.

sounds gay and childish, sry lets not put these in GW2 User 24.141.45.72 20:48, 8 April 2008 (UTC)
Tbh we'd be better off returning to the core classes. Tain 21:02, 8 April 2008 (UTC)
Heh, reading thouse are just descriptions of current classes with some special twist. Gladiator, Paladin, Champion, Lancer, Brawler as you described can all be Just Warrior, and what "profession" you are will be decided by your second profession, weapons, skills and armor. Champion and Alchemists are just Assassins. Summoner and Puppet Master is same thing and Necro mm or Rit does that now. No more professions, but more options for Core type professions. Say you have a physical fighter profession, you don't need 3 more just to use Daggers and Polearms (spear, scythe). Biz 21:24, 8 April 2008 (UTC)
I like some of the ideas, but I think that instead of instituting all new professions, we should, as one of the above posters mentioned, return to the original core professions, and add on to them. TBH I don't love the idea of a brawler or a puppet master, but the lancer could be incorperated into the Warrior class, along with the Paladin and Gladiator, while Summoner could just be a new line in necromancy (I've always thought death magic and minions should be 2 seperate lines). Lets leave nunchucks to chuck norris, but the Alchemist could be a core addition, to all classes, each specializing in different potions? Just an idea. I do agree though that some new additions to old favorites would be the best route for GW2. -Warior Kronos User Warior Kronos Sig.jpg 00:05, 9 April 2008 (UTC)
Whatever they do, I really hope the still allow dual-wielding daggers/swords. I don't care if it's an assassin class, I just enjoy dual-wielding; it's actually why I bought Guild Wars in the first place. I find it unlikely that I would buy GW2 if it didn't have it. I suppose it would probably be best if they put the Assassin's dagger skills into Wars or Rangers(which would then be more of a rogue), and the Arts skills into the Mesmer(if they even decide to keep the Mesmer).
Altogether, though, I do think it would be best if they compressed all professions into the core six. Assassins are pretty much R/W/Me(a stretch, I know); Rt's N/Mo or Mo/N; Paragons are, at heart, Warriors with skirts; Dervishes are like W/Mo, but good; and so it would be rather useful to compress it into a simple 6, if not a simple 5. Perhaps instead of professions in the standard sense, have your skills based on the "god" you followed? It was much like that already in GW:P, except for Elementalist(and Monk, in a lesser way). -- Kite 23:10, 9 April 2008 (UTC)
how about actual shapeshifting skills, visualy. or maybe a classic d&d profesion as a druid, and alternative to monk. cause face it u have 4 melle W/D/A/R 3 casters E/Me/N 2 support P/Rt and one monk(i know its not that black and white)so a druid instead of harmful smite skills could have shapeshifting. and u would have more healers in game.
im sorry, but most of those are already taken by the warrior, such as paladin. Brawler is like an assassin, and the summoner is already the ritualist. I think the alchemist and the puppetmaster are ok though. And yes, there needs to be more healers.

I personally like the idea of a Puppetmaster, for a number of reasons. The puppet master is already invented with the Mesmer profession. Stylistically, the mesmer is a performance artist, the idea of a puppet-master also follows this victorian image. In terms of mechanics and technical foundations, I imagine a puppetmaster, to be a hybrid-ritualist (with some kind of spawning bonus) or with some I imagine summons to be slightly different too...

Effigy/imp type creatures on floating strings that focus more heavily on skills that create an area of effect bonus. Instead of bound to the ground, puppets could floats ominously like a binding ritual but from the air down. They could also attack like binding rituals, but I think it would be better if they were stationary, mesmeresque casting posts. (assuming mesmer class will be modified).
You could also do something like "Clone - Create a clone of target ally. This clone lasts for 10 seconds. When clone dies, you lose all energy." And essentially a ghostly aura will replicate a certain number of base-skills (sort of like creating another Henchman for x# of seconds that is based on the target's profession. Also, you could have skills like "Mimicry (or better yet ventriloquist, haha) which allows you to copy a skill bar from an ally or opponent for a short while"24.60.66.74 02:45, 15 April 2008 (UTC) For more ideas, contact: Richard Phung (richardphung@gmail.com) (User:P3hndrx)

I really like ur puppet master idea...they should be like binding rituals except they can move and they should be made of wood/bone. or they would take place of the weapon its self and be like a sword except u stay there while ur puppet weapon attacks. they should also just stay on the battle field until defeated or recalled by their master. but i have a huge feeling you got the idea for Naruto...

What? No I did not get the idea of a puppet Master From Naruto. I got it from those old movies you see on Sci-fi some times. But yes I did think that guy was cool. But thats beside the point. If you watched the movies like "Puppet Master" (yes there is a movie called Puppet Master) then you know a puppet master is pure evil. Also I was thinking a puppet master could have a life link to the puppet so the Puppet Master Wouldn't be over powered. Also because it is only a puppet you are controlling you would have to base you skills on how you want it to fight. Another idea is If you have a lets say Puppet Master/Warrior you could have the puppet use the warriors melee attacks so you can sit back and not worry about getting killed in the thick of battle. This idea could also work for touch skills. --The preceding unsigned comment was added by User:Yozuk (talk).

man do u ever stop thinking of good ideas? --The preceding unsigned comment was added by User:68.255.80.102 (talk).

Reminds me of a beast master ranger, with pet attack skills. Organizmx, 19 April 2008
I feel like Ritualists and Necros use the same concept in a way that's more, well, agreeable or reasonable. To me, raising spirits or undead creatures seems like a more rational concept than gathering pinocchio and his evil friends to do my biddings. I almost started laughing when I imagined a bunch of puppets trying to take down a hydra or a group of devourers, it sounded like a cheesy horror movie spoof to me. However, I do like the concept of a mesmer-like conjurer provoking different types of chaotic phantasms to torture and torment the enemy, I just think that the concept needs a more interesting and intimidating vehicle than a puppet show gone wrong. --Frank

I'm hoping that they implement the Golemancer profession for the Asura. Would be nice, if they made it function like the beast master class that rangers have, so you pick from a list of skills. I'm also hoping that you can custom build your golem from parts (each part giving you a specific skill that's not available to you without the part, with skills becoming more powerful as your overall level goes up), so you can ultimately build different kinds of golems for different situations...and they'd also look different. Obviously this class would also be available to other races as a secondary profession. --Caesir 15:01, 23 April 2008 (UTC)

No More Team-Based Combat

The team-based combat system in Guild Wars was a complete disaster. It created elitism, leeching, ragequitting, etc... I don't like organized PvP because I hate being told what build to run. In PvE, team dependency means that if you can't run the build that a team wants you can't go anywhere(think FoW without Ursan). This doesn't include obsidian tanks being idiots and power abusing monks.

Guild Wars 2 should be balanced for soloing everything.

1)Balancing for soloing everything would be the end of gold farmers/RMT since players could farm everything they needed by themselves. No need to nerf PvE farming since RMT wouldn't be profitable on Guild Wars anymore as players could solo farm(or dual farm if you are REALLY that bad) and get whatever items they need quickly.

2)No more elitism/leeching/ragequitting/power abuse. If someone kicks you from their team for being rank 0, 1v1 them and own them because SF elementalists are simply not effective against echo-distracting shot.

3)I would like to see an FPS implementation of Guild Wars 2, where people actually have to aim their skills instead of mashing buttons. That would be the ultimate nerf to gold farmers, since bots are really.....bad at FPS implementations.

4)I would like to see more skills that counter being mobbed, so that people can actually fight off mobs in PvP and win.

Read the GW2 page here on wiki. It says "The professions are being designed to be viable for both solo and group play." Think ;) Ratys 09:43, 26 April 2008 (UTC)
Sry but i disagree with all you say.. soloing is the way to the elitism and the better form of gold farming/boting if you encounter a mob and you are in FPS view.. how do you aim spells at the guys behind you?? every point contradict the others XD Kioga 15:16, 9 April 2008 (UTC)
Let me put it harshly: Go play something else. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 15:24, 9 April 2008 (UTC)
Let me put it not as harshly. Maybe you're looking for something different, like Hellgate:London. (1) Gold farming occurs because some players would rather pay money than spend time farming. Your idea makes no difference here. (2) Leeching and abuse occurs because it's a team-based game, but really, bad players exist everywhere. Getting revenge in 1vs1 proves nothing because 1vs1 and HA are different games. Especially if you force them to keep their build while you bring the best counter against it. (3) I got bored of FPS. Even got annoyed at LOTRo (beta) yelling at me that I could not cast a spell or attack because I was too far or facing the wrong way. (4) You want to win soloing a mob in PvP? Sorry. I just don't see how that could happen without sacrificing balance. -- Alaris_sig Alaris 16:08, 9 April 2008 (UTC)
If I remember correctly they were looking into making each profession strong in itself to make solitary gameplay possible, still, just like All other Morpgs I know you NEED to cooperate inroder to beat hardest foe or area or mission/quest. Perhaps if solitar gaming is the biggest goal in life one can start playing something that isnt MMO? =) Biz 08:00, 10 April 2008 (UTC)
The MMO aspect is so that I can level up by soloing, and then use my skills in PvP battles. In an offline game, I can level up solo, and get a new game because offline doesn't have any PvP combat.

The playstyle you are describing seems to be along the lines of Morrowind: the elder scrolls, check it out if you want playstyle like that. Med Luvin 15:00, 10 April 2008 (UTC)

I'm gonna go ahead and agree with Nuclear here. Go play something else. Not to be harsh, but the entire point of Guild Wars is that it is a group game. Maybe you don't know what a guild is. A guild is a group of people working together, not one person. Go play Morrowind or WoW if you want solo game-play, but group game-play is what makes this game unique. Now, for your other suggestions..#2 isn't a problem developers can fix. Its just a problem with the community. Yeah I know it sucks, believe me, I'v encountered my share of elitism in my near-3 years in guild wars, and it ain't pretty. But some people are always gonna be like that, thinking their better because they've grinded more hours, or forcing cookie cutter builds on people. I think the developers could (sortof) make a little headway against cookie cutter builds by trying to balance skills (I.E. Nerf Ursan...or better yet eliminate pve skills-stupid idea to begin with), but people are always gonna be elitist and its just a part of MMORPGs. I'm not sure what you mean by suggestion 4, but erm...FPS? That one's just kinda out of the blue. And Guild Wars certainly isn't button mashing, and if it is to you, I think that may be the reason you've been having trouble getting a group, and its not your rank =P (Jk).-Warior Kronos User Warior Kronos Sig.jpg 16:46, 10 April 2008 (UTC)
I probably don't have to say this as everyone abve me has made the general opinion very clear, but I think team based combat is one of the diffining charactaristics of GW and the next game would just not appeal to me at all without it. The science of team structure and build scheming added much needed strategy to the game, really making good on Anet's promise to make GW skill-based instead of time-based. Henchies allowd us to practice team building and participate in team comba even when we had no team mates to play with. Also, I've played several games in which all combat was basically always against a single monster. Whether you were going it alone or with a team, the usual thing you do in other games is focus all your effort on fighting monsters individually. Having team based combat really enlivened gameplay in GW1 and helped it stand out from that crowd. I don't think I could stand to see it go or even toned down in GW2. I love teams, I love builds, and I especially love henchies and heroes. Beside, there's plenty of non-subsciption games without them, no one's forcing you to play GW or even like it. I guess what the others above are saying is that you don't seem like the kind of peson who would be interested in buying GW2 when there are pleny of games out there that already have this qualification, and I (and perhaps the rest of us) don't really like any of them.--Shai Halud 17:23, 10 April 2008 (UTC)
An MMO does NOT have to be team based. The point of having an MMO that is not team based is that you can PvP by yourself and have a decent chance at winning.

This is doubly true when 95% of the community is retarded, and another 4.99% don't want any change for the better. They should change it to "Guild Wars:Where other people decide if you win, not how long you have been playing." as you can't go anywhere without a group. I really do not like the implementation where you do not earn drops from monsters-they are randomly assigned. The team system is completely borked. And it doesn't help that they make the latest chapter's skills overpowered so you have to keep paying or lose your competitive edge(plus no one wants someone without NF or EotN in their groups anymore), so it's effectively become like a Korean-style MMO(like Flyff, Last Chaos, etc) where you buy the most powerful features from the company to remain competitive.

Will you believe me if I tell you that ANet once answered that campaign-specific skills were not to put players at a disadvantage ?

Just a few things that spring to mind.. 1) GW is tuned for Solo play. I've played mainly Solo since Beta, and loved it. It's a challenge (made so much more fun by the introduction of Heroes). I do occasionally team, and get to meet some very interesting people along the way. 2) You'll never get rid of personality flaws through a game engine. All the behaviour you mentioned is because there is a human behind the keyboard acting in a childish fashion. The only way round that is for people to grow up a little and re-discover the concepts of sportsmanship (graceful in defeat, and humble in victory). Until then, you're pretty much out of luck. 3) You can get close to an FPS feel with camera angles. But I disagree that bots have problems with FPS. In fact, a well coded bot will take you out every single time. It's one of the heuristics for detecting bot activity in an FPS (an inhumanly high efficiency usually means it's not actually a human in the firing seat). Plus, then you'd near enough be changing the game to something else. Not saying it's be a bad something else; it just wouldn't really be a 'guild wars'.. That's just my opinion, of course, which is always a very fuzzy and subjective thing, and only one among many.. 4) Avoidance of being mobbed is tactics. Don't let yourself be put in the position of being mobbed. Most of your grievances are actually societal, not mechanical, and will never be cured by any game mechanics. The solution that works for me is a small friends list, a guild of people whose company I enjoy (even if most of them have now been absent for over 2 years), and a penchant for talking to people in outposts who are sensible, and fun, and team with them (and being occasionally forgiving of someone occasionally doing something silly if they've had a really bad day once in a while). --Juillen 23:21, 10 April 2008 (UTC)

If I avoid the mob 100% of the time I'll get reported for leeching. Furthermore, when I say that it should be balanced for soloing, I mean only using your characters. I don't need any retarded henchmen rushing into mobs of monsters for me.
Ahh.. So, true solo. Hate to break it to you, but you're really after another game. Part of the integral mechanics of the game revolve around having (x) characters in the team, made progressively harder by reducing the number. If you balance it for anybody to solo, you make it extremely simple for a team to just walk through without batting an eyelid. That being said, solo is still possible; it just takes about 30 times the amount of time that a team would take. That's pretty much a constant through all MMOGs. Solo is slow. GW is just nice in that you can have a full team and still be on your own (useful for those that may have to pick up and run at the drop of a hat, and would prefer not to inconvenience a team by doing so) --Juillen

Dude this is a team-base game Why is it called Guild Wars (Guild means together fighting) and why should it be alone I mean really the game is to have friends and go loot or help each other Chippy Cheese

if you wont to go solo stuf go play wow , guildwars is al about team play and stratigy oposed to click on the enamy and watch him die games
I think I see what the original poster means, but I think henchman/heroes can take care of it. I like being able to have npcs fill in, so I can have huge cool-looking fights with large groups of monsters even without other players, as opposed to walking around alone and killing enemies one at a time. It is annoying for some places that absolutely require 8 players, but I think the cool thing about GW is it has lots of different areas, the people that like 8-man human groups can do their stuff and lone wolf types can do theirs. - 144.226.230.37 16:17, 2 May 2008 (UTC)

While i agree with many of the points raised, I find your often overlooking key differences between GW1, and GW2. Such as where GW1 is instanced, and GW2 is persistent. Team combat worked in GW1 because the mobs were scaled to suite team combat as they were fixed, which in turn made true soloing near about impossible. And i agree, if you want that kind of gameplay, look elsewhere. However, i can't see it working well, if at all in a persistent world. Can you imagen a dozen groups of 4-8 players/henchies running around a single zone? In order to give any degree of challenge to these groups, the zone would have to be flooded with respawning mobs. Which would not only annihilate any form of strategy or skill involved (it would just come down to numbers), but overload the server/zone with lag. (or at the very least, make lag fairly more obvious, esp to dial-up users) But at the same time, I don't want a WoW clone, where near about everything is soloable, and there is just no good reason to group or socialize in the slightest.

I think the is room for both. Not only for the player base, but from a financial stand point as well. (WoW is clearly evidence of solo gameplay desirability, where GW and EVE are good examples of team gameplay) The problem i had with team combat in GW1, was not the it was team combat, but rather that it was forced. You couldn't really get anywhere without a group. While I have nothing against grouping, (i rather like it in fact) the shear fact that it was forced was reason enough for me not to do it (eg, i used henchies over people, even thou i hated them, out of shear spite), and to later become very jaded about doing it and overall ruining that type of gameplay for me. Forcing anything, whether or not people like to do it or not is irreverent, is always a bad idea. (eg, like the forced linear storyline. Felt like dropping the whole game after my 3rd repeat) I'd rather not see that again in GW2 if I can help it. (otherwise i may just not buy it)

Now how exactly could you get the best of both worlds? Well, i've got a few ideas on that. First you'd want to start from a soloing platform, where you could solo a fair portion of the game with any profession with varying degrees of success. Say about for most zones until near the end of the game, and missions in the first half or quarter of the game. Perhaps missions could have several objectives you could complete, depending on party size. (more on that later) All awhile, allowing incentive reasons for grouping. Its not enough just be able to group, there has to be a reason. (WoW lacks any reason, so most people just don't do it) Forcing that reason isn't a good idea, but giving incentive on the other hand is a good idea. (i'd take the carrot over the stick any day of the week)

For example: Player A kills a mob of 5 spiders, each give 100XP, and have a 30% chance of dropping an item. That player will get 100% of the XP, and 100% of the loot dropped. A net gain of 100%.
Then player A joins with player B for a two man group. Killing the same mob, each get 75XP, and have a 35% of an item drop per foe, and an additional 10% for a double drop (from 0%). For a net gain of 150%XP, and 115% more loot.
This way, while each member would get less XP and loot per kill, the foes themselves would give out more XP and loot overall for each additional member. Eg, a party will get more out of a mob than a single player could, as well as dispatch it much faster.

In addition to this incentive, there could be numerous other perks in grouping, such as mobs spawning for that group are not only more numerous, but spawn stronger/more unique foes which in turn give out more XP and loot/unique loot. Such as a group of 12 players, if in a certain area of a zone can spawn an event monster like a big game target. Killing such a beast would not only dish out a fair amount of XP and gold per person, but also drops items which can't be found anywhere else. In addition it could be part of a title, or to unlock a skill quest or something. This would allow for players to solo when they want, but give a strong reason to party up. Esp if you could do so on the fly.

As for missions, perhaps they could give you one of several objectives to complete, depending on your party size.

For example: Say you have to capture this keep by assassinating the general of that keep, you have three options available to you. If your a 1-3 man group, you can sneak across the river and find a back way in. If your in a 4-7 man group, you can capture the catapults in the forest to the south-west, and lay siege to the keep. And if your in a 8-12 man group, you can attack them directly by capturing one of the three gate towers. (when they lower it to send out reinforcements)
Perhaps these could also be run by several parties of each size at the same time. So as long as one of the groups succeed, they all win. If one loses, they still have a chance for one of the others to win. (but it becomes more difficult for them) If there is a lack of players for a group, then their just replaced by NPCs to balance it out. Or filling it in with players that are on standby. (like in alliance battles)

This way would allow for equal opportunity whether your in a large group or not.

However, for this to work, NPC henchies/heroes would have to be just about done away with. You just wouldn't need them. However, the companion system could still work. As for PvP, well group combat basically wouldn't change, its a given with PvP. It would be nice to have some options for 1v1, but GvG is still going to rein supreme. Hench the name of the game. Soloing is strictly a PvE thing. Lets face it, people want it. But that doesn't mean you have to sacrifice community/socialization in order to get it. You can have it both ways. --Yoh 02:44, 4 May 2008 (UTC)

Changing Charaters, Maps, or Towns

I think that it is annoying that when i change charaters that people talk to me like they whisper me and then i have to catch up on the convotion so do you recon that when someone is changing charaters or changing maps or maybe even going to a different town or outpost it would come up say this person is changing town or changing charater or something like that it would be helpful so when i help my freinds or people in my guild i would not have to catch up. Thanks (Nick Dyer 20:20, 9 April 2008 (UTC))

That would flood the chat for every one who is talking to you, If you really have something important to say stand still and say it, then once you have to map you can give that information yourself. Biz 07:53, 10 April 2008 (UTC)
As far as I know it already does this. It's something I noticed after my year away from playing. --Kairu 04:57, 1 May 2008 (UTC)

Real Guilds use free chat servers such as Ventrilo or Teamspeak. This should not be an issue for serious players.

Account-wide Handles and Player Profiles

I think it would be nice to have an option to display an account-wide handle or nickname. -- Gordon Ecker 01:06, 10 April 2008 (UTC)

Seein it could work as because characters from GW1 are ancestors to characters in GW2.....so how can a Charr be related to or human or a Salverai if u get my drift. I would be better to say that the GW2 characters are related to a band of rouges called (Whatever u wanna name) which is your GW account if you know what i mean. --Mithos Agar 04:57, 10 April 2008 (UTC)
I was thinking of having the handle displayed in addition to the character name, like titles and guild tags. It would also be nice if you could make a short player profile, and character profiles would be useful for roleplayers. -- Gordon Ecker 06:09, 10 April 2008 (UTC)
You dont acctualy have to have a Blood/genetic relation to be "ancestor", like If your character just happend to meet a hot Charr female (something that is Yet to be seen) and adopted a kid? Problem comes with Sylvary who pop out of~the mother tree every once in a while so they arnt even related to eachother. Nothing stops you from giving your characters simular names or have a certain prefix. What function would this have in the gameplay overal? Apart from every one writing trade information in their profiles? Biz 07:47, 10 April 2008 (UTC)
An account-wide handles would allow players to quicky and easily identify themselves without restricting their character naming options, and unlike a naming scheme, it would be possible to prevent multiple players from using the exact same nickname. Account profiles could contain information such as playstyle preferences (PvE, PvP, dungeons, structured PvP, roleplaying etc.), trade information and guild information. Character profiles could also include information such as the quests and missions a character is on, as well as character descriptions for roleplaying. I believe the main advantage of this system would be that it's passive and casual, checking someone's profile to see if they're selling something you want, buying something you have or want to do a quest, mission or dungeon you're working on is simpler and more polite than spamming them with a dozen lines of text covering your trade list and current quests. Anyway, I think that players should be allowed to restrict the visibility of their nickname and profiles (for example check boxes for frineds, guild members and party members, as well as a checkbox to let everyone view your profile). -- Gordon Ecker 09:30, 10 April 2008 (UTC)
As a personal preference, I'm happy with the way they deal with names at the moment (showing up the alt name alongside the character name you put them on a friends list as). However, that whole profile section is excellently put. Like most good ideas, simple and very effective (and very easy to implement!). --Juillen 23:42, 10 April 2008 (UTC)

It is not out of the realm of beleivibility that in 250 years there was no cross species breeding. So it is possible that char and human could be related.Med Luvin 14:57, 10 April 2008 (UTC)

Really I dont like the ways they have it atm. Why Remember the Rollerbeetle Races? Most of them where the same account on the Top 100. If there was a name based account the list can name the account name on whatever in game as one name then multiple characters or etc. Though I do agree on how they are handling the Xunlai Tournament where u name ur account with a character u have then 30 days u can change it. --Mithos Agar 00:20, 11 April 2008 (UTC)
Seems like a great feature, and considering how useful it could be, it also seems very easy to implement!

Guild Wars 2 on all Operating Systems.

Make sure it runs natively on Linux, Mac and BSD. If porting it from Direct X is too hard and unrealistically costly maybe assist the Wine Developerss so that it be ran smoothly through some type of emulation.(Sign here please!)
that requires for u to rewrite the game on 3 different extensions, its not impossible, just hard and time consuming, mostly time consuming.--BodyxOfxPower 14:15, 10 April 2008 (UTC)
Writing a OpenGL renderer is not difficult on a technical point of view, it is more a question of will and corporate politics. Many games provide direct3d and opengl renderer and often the opengl work best even on windows. For example Nvidia had once a problem with it driver and all direct3d graphics where screwed up. By the time the issue was resolve i missed the winterday festival :( but strangly all opengl rendering worked just fine including Quake and Wow trial. An Opengl renderer not only make native porting easyer, make Wine run faster, but also get you a game engine more robust and resilient to driver issue. In other words, redundancy is good. --Bob 15:46, 10 April 2008 (UTC)

I'd so like to see that happen! The biggest problem at the moment is the small market segment that Linux gamers have in the market at the moment (though it's growing, and I'd so like to be able to get rid of my Windows partition). The advantage that DX has is that it's a complete API, not just a graphics rendering API, and as such it covers sound, networking, IO and graphics in easy bite size chunks. It's not quite so easy to do all that on Mac and Linux. But as Bob rightly points out, Redundancy is a good thing. Especially as Vista isn't quite capturing the market as expected.. Perhaps that'll bring about a shift in the game player demographics/vendor platform releases?

Characters Interaction

I think that in guild wars 2 the pve system should be changed a bit, GW's were a little bit boring cuz we were questing only with our party members and we couldn't see or interact with no one else, it was alot more funny and un-boring if we could see the others players in the world when we quit the town or outopost, and then we would be able to form party outside the villages with other players. This is just a sugestion of course but i think many players think in the same way. And will GW2 will became more funny and interested to play because we were able to interact with other players, form partys. -- bullseye 10,april,2008

But that will also open a lot of unwanted doors, dont forget that vanquishing, runnings, and ect. will either be a waste or very easy to do or cannot do at all. Also, more bots will come out to kill off every spawn that spawns, making everyone steal other kills. And lastly, some quest progressions have different npcs in the area, so, if everyone was out of town, you would have so many problems with, why is this npc here, and why isnt he. And lastly, if your trying to farm, how can you? This is a bunch of crap that can disprove the above message --BodyxOfxPower 14:20, 10 April 2008 (UTC)
Here's a thought this topic just brought to mind: some of this is a moot point since we know that Guild Wars 2 will be a persistent world... but what we don't know is if it will be a continuous world. Meaning (using current terms and locations for the sake of an example) we know one would be in Ascalon City District 1, and could exit into Old Ascalon District 1. Old Ascalon District 1 will have different players then Old Ascalon District 2, but there will still be other players in the area.
What has occurred to me recently is that while this can be done like a continuous world just like WoW and so many other MMOs, it's entirely possible you could do still have the zoning borders between areas. Meaning you zone out of Ascalon City District 1, and you enter Old Ascalon District 1 much like you would do nowadays only there would be other players already in Old Ascalon District 1 killing things and such.
I'll need to brew over this idea more now that it has occurred to me. Vanquishing is out the window since we're talking about a persistent world, but running as we know it might be possible. As for bots... well that's the pain of a persistent world we just will have to live with. Personally, I’m hoping they still instance more their quests like little mini missions in Eye of the North. That way the farmers won’t be a problem.--Ryan Galen 15:53, 10 April 2008 (UTC)
Gah...persistant worlds suck (in general). I sincerely hope that Guild Wars can pull this off...*prays*-Warior Kronos User Warior Kronos Sig.jpg 16:52, 10 April 2008 (UTC)
The one thing that worries me is LAG. I mean i've played LOTRO(Lord of the Rings Online) and that game is persistant. Bu tthe lag factor is so horrible for my computer, which isn't all that old. I'm in the town of Bree right, and my quest point is at the other end of town, a short 10-15 minute run ingame, it took me 30 freaking minutes to get there becuase i spent all my time starign at a frozen screen, hearign my speakers going "eh-eh-eh-eh-eh-eh-eh-eh-eh-eh-eh-eh-eh", so lets all hope GW2 is better than that. Lord Zepherr, 04:00, April 10, 2008 (UTC)

Touch Skills: Touching or Waving Arms??!!

When someone activates a touch skill,(Ex: Vampiric Touch) instead of running up and touching the enemy,they just stop 2 or 3 feet from the enemy and wave both arms. COME ON!!!!! Cant the devs make anything realistic in GW??? I would like to see them run up, and press thier hand against an enemy. User:MoasRule

nearly none of gw is realistic. <Sarcasm> omg i just saw a big guy who turned into a bear! Is it a bird? Is it Beorn? No, its the Norn!!!</sarcasm>--User Raph Sig.pngRaph Talky 23:00, 10 April 2008 (UTC)

Yeah that about when you fight is pretty anoying when it doesent even TRY too look like real fighting and when fighting BIG monsters then you just hit their feet and then they die -.-'

A Walk Button

its mainly cosmetic, but i think sometimes its absolutly neccessary. Like when warriors have hammers and their speed is reduced, they put their hammer on their backs all kool like and walk. Doing that by option would be awsome. Or maybe having a greatsword that kind of looks like a fellblade be carried on your back (*cough 2H weapons *cough*), that would be cool too.--User Raph Sig.pngRaph Talky 23:03, 10 April 2008 (UTC)

Love the idea, and all in all, it would probably the easiest one here to implement.
Id love to have a walk option...Its annoying that we always have to run..everywhere and its hard when ur laggy.