User talk:Gaile Gray/Archive Guild Wars 2 suggestions/March 2008 Page 2
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More than just a Necromancer[edit]
I would love to see more "dark" characters than just the necromancer. Why not... oh I dont know, an inquitor or something. Uses whips, lots of abilities that paralyze. Whatever. But a players choices are basically be a good guy or a necromancer. And as much as I like Necromancers, I would love some more choices. --The preceding unsigned comment was added by User:24.0.166.125 (talk).
- Assassin, ritualist ⇐ -- Gordon Ecker 06:10, 16 March 2008 (UTC)
--Not really. Ritualist maybe, but assassin never got taken in a darker direction. --The preceding unsigned comment was added by User:24.0.166.125 (talk).
- Quoting Panaku, the assasin: "You will learn to revel in the kill, as I do... to watch carefully as the soul flees the body and the animal fear in your victim's eyes turns to blank emptiness. I remember the eyes of every person I have killed."... Call me a softy, but that sounds pretty dark to me dude. (Satanael 07:22, 17 March 2008 (UTC))
- On a similar vein, Warriors have abilities to dismember, decapitate, and slice open vital arteries. Rangers have abilities that let them coat whatever weapon they're wielding with poison. Mesmers delude their victims' perceptions. Elementalists can set people on fire! All of these examples of "dark" abilities. "Darkness" of a character is based on the character, not their abilities. --Valentein 07:41, 17 March 2008 (UTC)
- Even the three strongly "good guy" themed professions: monk, paragon and dervish, have dark sides. Prophecies and Nightfall both have monks as major antagonists, and Nightfall also has two dervishes as major antagonists, and Lord Jadoth, one of the Margonite leaders, is a paragon. -- Gordon Ecker 09:34, 17 March 2008 (UTC)
- It's still pretty hard to look evil on a paragon, given the armor choices. Same goes with most other professions, so on that point I agree with "unsigned". -- Alaris 14:18, 17 March 2008 (UTC)
- I can agree with a larger variety of armour options. --Valentein 22:36, 17 March 2008 (UTC)
- The quote from Panaku is a good example, but even as he says it, all of the other characters in that questline call him out on it for being a little too gruesome. All of the necromancer quests are very much based off of the idea that they area a "dark" class. And while many of those skills mentioned can be deadly, they are definitely not dark. In truth, every time a warrior swings a sword he might be cutting into an artery, that skill just gives an in-game example of it. An elementalist can set people on fire, but im sure he could practically apply that as well. Skills that cause disease, or pain? Those "good guy" characters are pretty bad examples too. They have skills that any other monk/paragon/dervish wouldnt have, not to mention that the option to be a priest of Abaddon or whatever isnt given. A monk of Dwaeyna should be different than one of Lyssa, or Grenth. And yes, abilities are definitely what makes a character dark. There is basically no RP in this game. Any qualities your character might have are known pretty much known only to you. --The preceding unsigned comment was added by User:24.0.166.125 (talk).
- I can agree with a larger variety of armour options. --Valentein 22:36, 17 March 2008 (UTC)
- It's still pretty hard to look evil on a paragon, given the armor choices. Same goes with most other professions, so on that point I agree with "unsigned". -- Alaris 14:18, 17 March 2008 (UTC)
- Even the three strongly "good guy" themed professions: monk, paragon and dervish, have dark sides. Prophecies and Nightfall both have monks as major antagonists, and Nightfall also has two dervishes as major antagonists, and Lord Jadoth, one of the Margonite leaders, is a paragon. -- Gordon Ecker 09:34, 17 March 2008 (UTC)
- On a similar vein, Warriors have abilities to dismember, decapitate, and slice open vital arteries. Rangers have abilities that let them coat whatever weapon they're wielding with poison. Mesmers delude their victims' perceptions. Elementalists can set people on fire! All of these examples of "dark" abilities. "Darkness" of a character is based on the character, not their abilities. --Valentein 07:41, 17 March 2008 (UTC)
- Quoting Panaku, the assasin: "You will learn to revel in the kill, as I do... to watch carefully as the soul flees the body and the animal fear in your victim's eyes turns to blank emptiness. I remember the eyes of every person I have killed."... Call me a softy, but that sounds pretty dark to me dude. (Satanael 07:22, 17 March 2008 (UTC))
- I personally think he is talking more about the armor sets. Paragon may make people "bleed" but that doesn't destroy the point of a "good guy". Armor sets is what makes the proffession more darker. A warrior looks more like a heroic hero in its armor sets. A paragon looks like royalty. If you look at the Necromancers armor, its more evilish and darker. Its got spikes(not blades like sin)on it. I have even encountered a girl necro in Shing Jea Monastary that was wearing a bandana and says she looks like a pirate. Skills doesn't have much to do with the darker side, its more the armor sets in my opinion.--Soccom 03:07, 20 March 2008 (UTC)
Let me start off by saying i play a necro. I have been playing a the same necro since i bought the game, almost three years ago. When u start with a necro every person who bought the game to play it a week and abandon it is going "Eww what a fag" and "why would u play one of those fraeks". Like we had a choice if he looked goth or not. What if u choose ur persona in the begining of the game. After all some necro are happy gp lucky. Or we could do like fable and bioware are doing and let ur actions effect "light or Dark" charaters as u put it.
Quest Management[edit]
Right now as GW1 is, unless you abandon a quest you see them all in the same window, no matter where you are you see the quests for other areas, and when the quest your looking to select is at the total bottom each time it gets annoying (especially as primary quests cannot be abandoned). I suggest instead of the folder ish system we have now where we can 'shrink' a folder from a certain location (when you have quests from 20 locations it doesnt help that much) it would be great to have tabs like those in storage to select quest location from there and see what quest one has active, this would remove the scroll down/ massive # of quests in one screen.
The other suggestion i had regarding quests is some kind of quest log; this would keep track of all the quests you've already done, and all quests you have not taken (just by name) so you know how many quests there are and you know if you've done one for sure. I personally get most my enjoyment out of GW from Quests but i never know if ive done them all, or which ones ive even done on what charcter (with 9 it gets hard to keep track of) this suggestion would make keeping track of quests per character way easier.
68.3.57.167 04:41, 16 March 2008 (UTC)Corwin of the Rose
Migration of Titles[edit]
I have been playing GW for just over a year now, and have been working towards my various titles. It seems through the Hall of Monuments certain achievements will be rewarded. I know Arenanet have said there will be a reward, but we really don't know what. I spent a lot of time and gold working towards my titles, and just like the person above asking about their minipets, these things do mean a lot, and make it worthwhile for a lot of people to play GW. A lot of people play the game so they can work towards titles and show them off. It feels like I am wasting my time now getting the wisdom title, because when GW2 comes out, and even though Guild Wars will be still supported, people will migrate or buy the new version... and eventually I will have no one to "show off" to :-) PLEASE can there be some real means to showoff one's previous achievements in-game. I know it is not practical for each title to be available, but what about max titles? As there are main max title catagories, it would be nice somehow to show you have achieved the 4th level, and have "I Have Many Leather-Bound Books". Thanks. 198.54.202.226 09:23, 16 March 2008 (UTC)
Char name change[edit]
It would be great if it was possible. To prevent people from abusing this maybe as a pay thing 10$ if you want to change? And maybe set a limit for how many times it can be done for 1 char? Would like this was possible in gw1 so you have the names for gw2. Maybe when the char reach the Hall in Eotn? Maiden 09:47, 16 March 2008 (UTC)
--10 dollars? Thats way too much --The preceding unsigned comment was added by User:24.0.166.125 (talk).
- Character name change? Why? The work involved (impression given by Support) seems like a lot. I can just imagine people getting a max level character and going "Yes, that's it, I want to name him Billy!". House Of Furyan 04:03, 17 March 2008 (UTC)
- Maybe if they set it up where you could win name changes or appearance changes through Tournament Reward Points, or something similar.Blackie ewilson92 22:50, 17 March 2008 (UTC)
- It would be far easier for them to just do simple cosmetic changes, changing hairstyle and colour, maybe eye colour, tattooes, etc. Changing the name seems like something that would be secondary as I can't think of a reason why I would want to change the name of my characters, I'd just start a new one. House Of Furyan 02:43, 18 March 2008 (UTC)
- The fact that charactor name changes cost is to prevent abuse like say a player called 'bobx' rips people off and like 20 are mad at him before they all report him 'bobx' changes his name to 'frasd' now he can go around game and people won't know that is a big ripoff person by charging people think twice about taking advantage and suddenly changing a name to clear themselves and no its not allot of dev work (wow does it and in prv servers its '.rename charname' involved because its all mysql and the devs can write a lookup/replace script so they add the full name run the script and it sets it so the player next time he logs on has to make a new name just like you do with queries in ms access to change all instances.
Henchmen choices - more of them.[edit]
If Henchmen exist in Guild Wars 2 in any capacity I would like to see more variety when it comes to them. Right now, as far as I know, henchman pretty much run the same build in ever area that they are avaliable and there are only a select few and its a little annoying. More variety was added when each campaign, earth eles instead of just Fire but no water ele? Why no MM? Smiting monk? Choices would be nice. House Of Furyan 03:11, 17 March 2008 (UTC)
- I beleive that their will not be henchment since you won't be zoning, to my knowledge. Were just have companions. Please tell me if I'm wrong.--Soccom 03:13, 20 March 2008 (UTC)
- Most likely we will also have something similir to heroes as well. Though i agree with soccom, because of the likely fact we will have persistent areas, we will not have henchman. Though, here are some options for them:
1.Keep dungeons, missions, and the like instanced areas,and have henchman available there
OR
2.Be able to use them like normal, but they will meet you in a predetermined place near the town/outpost. Also, if you decide to join another person's group, the game will let you decide which henchman to kick, and they will just dissapear, i imagine
--Raph Talky 21:50, 28 March 2008 (UTC)
Mission Skip Option[edit]
Ever have the feeling like, " I'm not in the mood to do another mission and want to continue to do other things?" Well, I think that there should be a mission skip feature, giving you the ability to skip the mission and can be able to come back to it. -Lu Sen
- They do, it's called, "LOOKING FOR RUN TO..."Blackie ewilson92 22:52, 17 March 2008 (UTC)
- Missions are one of the ways that the storyline is continued, so I doubt that this is viable.
- I like missions, in fact, I think missions are a highlight of GW. But it's nice when set up like in NF or GW:EN where you're given some choice as to which ones you do (or at least, which ones you do next), or as in Prophecies where you can avoid a number of missions via going through explorables. It makes the game less linear, thus more "alive". -- Alaris 05:08, 18 March 2008 (UTC)
- Forgot to mention, running should be supported. -- Alaris 05:27, 18 March 2008 (UTC)
- Hell no, running sucks and as far as I'm concerned, it's cheating. Don't get me wrong, I'm all for explorable areas going everywhere, but I just freakin' hate seeing lvl 3 chars in Droks or the Fire Islands, they just don't belong there. Getting max armor when you're level five makes mid range armor pointless, and makes those low level areas too easy. I've never let anyone run me anywhere, and I've never run anyone anywhere else, it's just a silly way to take advantage of the game mechanics. Just think of the game as like a constant side of the pool, "No Running!" (Satanael 07:59, 18 March 2008 (UTC))
- Missions are one of the ways that the storyline is continued, so I doubt that this is viable.
- I agree with Satanae 100%. I hate seeing lvl 3's up at the last mission and looking for a run or wanting to get powerleveled. And with armor sets in Ascalon city and everywhere else. Theirs no point in having them their if your jsut going to skip it all for max armor half way down the storyline. It completly destroys the storyline and irrates people who actually "worked" to get their.--Soccom 03:20, 20 March 2008 (UTC)
- You forget that after completing the campaign with one or two characters, people really have no interest to struggle through with each new character they make. If you want to experience the whole game with every other profession, be my guest. But I believe having the option to run through to the important bit and making my life easier is God-sent. I mean, come on, who wants to go through the freakin` jungle more than once unless they have to? Eleventh Panda 06:33, 22 March 2008 (UTC)
- I think that running should be supported. I also think that it wouldn't be a bad idea to put the GW2 equivalent of Drok's or TOA in a place that only someone who obviously earned it could get too.Blackie ewilson92 15:48, 22 March 2008 (UTC)
- You forget that after completing the campaign with one or two characters, people really have no interest to struggle through with each new character they make. If you want to experience the whole game with every other profession, be my guest. But I believe having the option to run through to the important bit and making my life easier is God-sent. I mean, come on, who wants to go through the freakin` jungle more than once unless they have to? Eleventh Panda 06:33, 22 March 2008 (UTC)
You cant really run in gw2 its persistent, you cant run if theres no loading zones all you do is run yourself somewhere. as for missions I understand if you have done it once but it means new players are just wanting to be ferried so they can go OMG MAX ARMOUR LVL 1 I say have restrictions on everything to certain levels even missions that way they cant run it though mby a account flag saying your account has finished once (lvl restrictions are now off)
And no I don't like runners personally soo many first time players missing out on missions etc because they've been run (Yes I saw a first time player in droks asking wheres the next mission and they were level 11 and they said they thought they had to get a run because everyone was talking about it)
This can be solved quickly be using a similar system as WoW. Simply make armor level specific so people cannot run to someplace and buy max armor...they would have to be a certain level to use certain armor.
Some ideas on skills[edit]
1) Make some types of skills less profession-specific:
- Give traps to rangers and assassins.
- Give assassins actual weapons, like swords and blowpipes. Seriously, daggers are embarassing.
- Especially with solo play introduced, it should be easier for any character to do damage, to heal, to summon, and to run.
2) Make some skills have a different behavior in-combat and outside of combat:
- Traps: does AoE damage in combat, but set on the ground outside combat
- Escape/dodge: does speed boost &/or protection in combat, but improved speed boost outside combat.
- Many skills do self-heal or energy regen outside combat.
- Some skills do like the Light of Deldrimor outside combat.
- Some heals (not all of them though) do hard rez outside combat.
3) Have some skills generate different effects depending on some conditions, and some others do random effect.
- Pain or Punishment: If foe has a condition, do extra damage, otherwise inflict a random condition.
- Adding Insult: If a foe has a condition, inflict a random condition.
- Pre-emptive attack: If foe is doing something, interrupt it. Otherwise it does extra damage.
4) Add passive skills, or skills that are easily maintained for most of the time. Some people manage to create builds with less than 8 skills. -- Alaris 05:27, 18 March 2008 (UTC)
- Nice, would like to see some of that. Multiple-phase (in and out of combat) skills I would guess could be achieve, even in the Guild Wars engine. I would also like to see some Nerco res skills, but with a twist. My idea Unholy Resurrection. For those who don't look at my link its basically a res spell that adds the ressed ally kinda like a minion. Would get less healing from monks, and take double damage from holy, but could benefit from Nerco spells - like Blood of the Master etc. House Of Furyan 19:55, 18 March 2008 (UTC)
- I am sorry, but I do not agree with 1 or 2. "1" would "blur" the fine line that separates one profession from another. Besides, giving an Assassin a sword would be just like giving a warrior 3 times the attack rate. You must also remember that you CAN use traps on ANY profession just by setting your secondary profession to ranger. "2" just over-complicates and throws it all off of balance. Remember, balance is the entire basis of Guild Wars. Though, I am in favor of skills that change effect depending on character position,(standing, jumping, running, etc.), jus6t not very dramatically. 3 and 4 are both already in existence and do not need to be "suggested". I think they are all good ideas, it's just that you are asking too much. There still needs to be some level of difficulty to the game, otherwise it is not fun.Blackie ewilson92 23:17, 19 March 2008 (UTC)
- Here's what I think would be cool to add: Ritualist skill: Summon Unbound Spirit. it's description would look somewhat like this. Elite Spirit Summon. Summon a level <blank> unbound spirit. This spirit follows you as you move and has -2 health regeneration. This spirit does the same type of damage as your weapon if you are weilding a ritualist weapon, if not, this spirit deals blunt damage. If your weapon requires restoration, the spirit will not deal damage but absorb(minimum 10%, maximum 30%, with 2% increase with restoration attribute)of the damge dealt to your party. This spirit dies after 50 seconds. Just an idea, so feel free to say if it's unclear or not, and i'll explain, and feel free to make changes. Lord Zepherr 09:27, March 29, 2008 (UTC)
oh god, shut up. this is guild wars, not WOW.outside combat doesnt exist in GW
There should be a create corpse for MMs to exist in PvP, because MMs are good but they only get to PvE because of lack of corpse there really should be something like "Corpse Signet" for a free corpse creation skill.
I have some skill sujestions either for GW 1 or GW 2(these skills will be super elite skills and will be the hardest to get and cannot be used in PvP only in PvE and you may only have ONE on your skill bar at a time)
First for Elementalist's primary or secondary a skill for the song "Burn Baby Burn" here's the description "for (10-60 seconds) you gain +10-300 extra health and 10-50 extra energy (max 99) you start singing 'Burn Baby Burn' and all foes with in earshot can not use and skills or attack and cannot move for 10 seconds if you move them out of your earshot and are set on fire for 10 seconds" Blood sacrafic 50% recharge time 10 minuets energy 50 and activation time 3/4 seconds
Second for Necromancer primary or secondary a skill for the song "Suicide is Painless" here's the discribtion "for 10-30 seconds you start singing 'Suicide is Painless' and all foes with-in earshot start to loss health at -10 degeneration all there skills are disablied for 20 seconds you can deal no damage during this time or cannot take damage and you cannot move nor can the foes with in earshot of you when you stop singing you die adn all foes in earshot are freed but also loss 50 health you cannot be rezed for 60 seconds" Blood sacrafice 75% recharge time 10 minuets after you are rezed energy 25 and activation time 3/4 seconds
Eric Firestar
Races[edit]
Hey, this is just a list of races I think it would be cool to be able to play in GW2 or an expansion, based on the fact that many races will have no society to start from in other areas of the world. If anyone else can think of any additional races that would be cool to see as playable, please add them.
Tyria
- Dredge
- Mursaat(NO WAY)
- Dwarves
- Krait
Cantha
- Tengu
- Wardens (lots of people are asking for a more warrior type for the sylvari. I think this would satisfy that)
- Naga
- Yetis
Elona
- Skree(harpies) (they have wings)
- Centaurs
- Forgotten
- Undead
- Heket
--The preceding unsigned comment was added by User:72.1.104.104 (talk).
- Hmmm, I would be surprised if the Tengu and Centaurs did not become playable at some point, given we have henchies/heros for them and we have seen some story-line that is complimentary of these two races even in GW1. Before GWEN, I would have thought dwarves were a sure thing, indeed a lot of people thought they were going to become playable with the first expansion of GW1, alas, not to be. (Satanael 08:17, 18 March 2008 (UTC))
Hey,ur crazy if u want to play the Mursaat.User:MoasRule
- Just to let you know the Skree are actually called Harpy's. Some of the races added in their were actually nemises in GW1 and really don't think we would want to play them in GW2. Besides it would make it a lot more like WOW. I would like to see more races that the humans were allied with in GW1. Like centaurs(from NightFall), Dwarves and Tengu.--Soccom 03:28, 20 March 2008 (UTC)
- hey,forgot to sign the above, but what I want to add is that I seriously think that the skree, or harpies, would be a cool playable race. who says that all the characters you play will be alligned with the "good" guys, and who knows what the history has been for them. I may add more of an Idea for their history on my talk Skree Idea. . Dwarves are deffinately a no-go, because just considering their history they would probably end up as a alpha-race or whatever, and that has killed more than one game. I also think that the mursaat would be a killer race to play, and it has been hinted that they have a cool future in gw2. actually, considering how much i wrote on the skree history, if no one makes a comment saying I shouldn't, Im going to post the idea at the top of next months page first thing Farwind 00:55, 22 March 2008 (UTC)
- Well the Undead are one of the enemies in GW2 and the forgoten are already nearly extinct in GW1. Ye more new races would be fun, only because they will have new starts and storylines which is why I only really play one character currently. I agree tho I expected them to add the Tengu and Centuaurs especially after you work with the Tengu on one ofthe bonus mission pack missions.
- hey,forgot to sign the above, but what I want to add is that I seriously think that the skree, or harpies, would be a cool playable race. who says that all the characters you play will be alligned with the "good" guys, and who knows what the history has been for them. I may add more of an Idea for their history on my talk Skree Idea. . Dwarves are deffinately a no-go, because just considering their history they would probably end up as a alpha-race or whatever, and that has killed more than one game. I also think that the mursaat would be a killer race to play, and it has been hinted that they have a cool future in gw2. actually, considering how much i wrote on the skree history, if no one makes a comment saying I shouldn't, Im going to post the idea at the top of next months page first thing Farwind 00:55, 22 March 2008 (UTC)
I like the idea of some of theses races...but a think that Anet have missed out a really big race which i haven't heard any news about being able to play....dwarves..its not really that much of a problem but as they are part of the story for Prophercies and EotN i think they should be playable :)
Auron Bushi: The age of the dwarves is no more friend plus every game and its mother has Dwarves, its getting old. if GW so much as had an elf walk in the background of a cut scene i'd be forced to quit playing (I hate Elves). At any rate i was Realy suprised to see tengu weren't one of the playable races, they apear so often in prophesies and factions and though i have not seen any in GWEN i'm sure they are there. they are obviously intelegent and have a well defined culture not to mention they are frikin awsome. As for the Naga, this is what i REALY want to see be a playable race but one could imagine the work needed to get these guys up and running. Think armor, it would be pretty hard to make a variety of armor for each profession based around a snake, though they did pretty good with the image art for the existing naga one would expect more for a playabe charater. all the same i have faith in the game devs and though they may not be up to the challenge at the moment i'm sure one day soon they will be willing to add this fascinating raace to the game as a playable char. 68.240.250.180 16:13, 1 April 2008 (UTC)
Shadow Karnus: Yeah Dwarves died out, it's all in the story during EotN..they all got turned to stone so yeah.... I also agree there should be a race like the Naga or something which would be snake based and probably have some strong poison attacks(just an idea) I don't really understand why 'enemies' from GW1 can't be playable in GW2? I mean the Charr were MOSTLY enemies in Proph. and EotN but they made it. It would be awesome going around as a Mursaat or Margonite, in fact I think that the game would benefit if there were darker species not only professions such as the Undead, the ones I listed, maybe the Sears because their history is very shady. 22:52(+2GMT) 1 April 2008
Exactly why can't we have the mursaat? You don't have to have spectral agony, Anet are creative enough to overocme that somehow with some lore changes. They have many possibilitys for race buffs and best of all they look REALLY cool, personally I feel they are one of the bestt designed races. I won't come up with ridiculous excuses or reasons if you do but, please someone tell me why not? The Hitmans Paradox 19:48, 2 April 2008 (UTC)
I personally think that the Tengu DESERVE to be in GW2 because they were in 3 of the 4 campains and they were their allies in one of them. they deserve it more than the dwarves, the charr, the asuran, the norn, and the silvari, because the charr and dwarves have only been in 2 games, the norn and asura have only been in one, and we haven't even seen the silvari yet! and besides...if in Cantha they pushed out all non human races...where did the Ancghu Tengu tribe go? If they leave out what happened to the Ancghu tribe...i've lost a lot of respect from the GW2 designers. They should say that since that tribe was pushed out, they migrated to Tyria before the water routes to Tyria was sealed, making it possible for us to use tengu.
More Weapon Choices[edit]
I'd like to see more choice in the next game when it comes to weapons. A good example would be a whip as an alternate choice for an assassin or ranger weapon, or possibly both, a flail for the warriors, and with the monks earning actual brass knuckles or even a staff that could e used for melee. --The preceding unsigned comment was added by User:72.1.104.104 (talk).
- On my own suggestion page I wanted combat styles,(mabye the abilitie to change a single weapon from melee to ranged at a push of an icon, kinda like on warhammer 40,000 pc game) would be nice to see a staff armed monk attack from range with it, then charge in staff swinging into melee - like how Cynn is shown using it for melee in the opening Proph video. House Of Furyan 20:13, 18 March 2008 (UTC)
- I acompletely agree, there really isnt any reason that a ranger couldnt use say, a spear, to do the same things that hes doing with his bow. Confining it to just ranged weapons makes sense, but only bows? Thats just silly.
- What i would like to see is rangers having crossbows. I never got why GW1 didn't have crossbows for the rangers. I much rather prefer Crossbows then regular bows.
- I Think close range spears would be a nice addition, I mean, they have made skills like Spear Swipe it would make them a lot like Dragoon Knights from FF and other RPGs :P ~ Firoas. 12:33, 25 March 2008 (UTC)
I play a necro and when i started GW i wanted to use a sword. I tried a warrior but always came back to my necro cuz i liked them. But,as you know,necros just dont use melee wpns. What if there where skills and wpns so that u could use a proffesion combo like N/W and be effective. Like putting a cusre or hex on ur wpn like a buff.
Shape Shifters[edit]
I'm reorganizing my thoughts about this as my thinking on it becomes more clear, so forgive me if this is a little bit different than my original post. Anyway, the idea is for a race of shapeshifting creatures. These creatures will have a relatively simple character creation to start, in that you will be immediately shot to the game as a simple ooze or blob-like thing, in which you will be greeted by an elder of your race and instructed to kill one of a choice of different captive creatures, each of a different species. Once you have killed one of these captives, the elder will instruct you on how to shape shift into the form of that species by devouring its corpse. Once you have chosen the species for your first shape shift, this will become your default form, and you move into a character creation in which you get to customize your appearance in that form.
From then on, you have only one way to gain skills, by killing and eating bosses of other species, and putting their essence into a Totem. Once you have a totem, you can temporarly shift into that form whenever you want. When you shift into a new form, you gain a small skill set unique to that form (kinda like Ursan or Jenundu). You can only carry around a limited number of totems at one time, but you can create totems of many many different kinds of species, each with their own skill set. This would not necessarily be more powerful than other species because you do not have the wide variety of professions and skills that other species have, you just have different combinations of skill sets in the form of different totems. You are versatile in one respect because you could be a monk one minute and then a warrior the next, but you do not get to make your own builds, per se, as the skill sets for each totem are the same every time.
Maybe to make it a little more fair, you can customize the skill set of your default form, and you learn those skills by killing others of that species. For example, you get 5 skills for your default form, and 3 totems, and each totem has 4 skills. You can customize your default 5 skills all you want, but the skills in the 3 totems are static.
Furthermore, I think the look of these creatures, in their default form, would have to be slightly more naturalistic, and a little on the evil side. Maybe some body paint or tattoes, but highly restrictive armor may be problematic in the shape shift, so the default form might have to go a little bit au naturale. In this case, because armor might not work very well, these creatures might have to be more naturally tough than others, gaining armor points with experience. And they should look a little evil because, let's be honest, they get more powerful by killing things, that's like the Hallmark card of evil.(Satanael 08:34, 18 March 2008 (UTC))
- This isn't the definition of shape shifting..Shape shifting means you can only shift into 1 form. And I too think this is the most stupid idea that I've seen. It does not only steal the idea of the norn it would be unfair because you wouldn't be bonded to 2 proffesions. This would totally outbalance the game.. And you shouldn't make up new races for GW 2..and there will probally only be playeble races that appeared in GW1
- I thought the Idea Sounded kind of cool, though you do have a point about it unbalancing the game. I'd say we wait and let the people evaluating these sugestions read this idea. It could be easily a cool race. And shape shifting in general is not limited to only going to one other form.
- Shapeshifting doesn't necessarily have to unbalance, shapeshifting could be beneficial for your profession / skill bar, skills may reach their potential when you're in the form of a bird or a wolf or some-such. Shapeshifting doesn't have to give a complete new skill bar like Ursan does, it could simply compliment the skills and give physical change too. House Of Furyan 19:38, 18 March 2008 (UTC)
- Pretty sure the Norn have this ability anyway. I don't know whether they're limited to bear form or whether they have forms for the other four (I think?) totems in GW2 as well, though. -- Sirius (talk) 11:26, 19 March 2008 (UTC)
- Who ever said that shape shifting only means being able to change into one form? Dont make stuff up aqnd try to put other people down... Personally I think its and OK idea, and despite it may seem like it'd outbalance the game - i'm sure some nerfing would make it work. --The preceding unsigned comment was added by User:Taunted Flail (talk).
- I would like to see some kinf of humanoid for the default form. I just have this image of ugly little blobs rolling around town. If its humanoid we could keep our character creation process as it is.
- Who ever said that shape shifting only means being able to change into one form? Dont make stuff up aqnd try to put other people down... Personally I think its and OK idea, and despite it may seem like it'd outbalance the game - i'm sure some nerfing would make it work. --The preceding unsigned comment was added by User:Taunted Flail (talk).
- Pretty sure the Norn have this ability anyway. I don't know whether they're limited to bear form or whether they have forms for the other four (I think?) totems in GW2 as well, though. -- Sirius (talk) 11:26, 19 March 2008 (UTC)
- Shapeshifting doesn't necessarily have to unbalance, shapeshifting could be beneficial for your profession / skill bar, skills may reach their potential when you're in the form of a bird or a wolf or some-such. Shapeshifting doesn't have to give a complete new skill bar like Ursan does, it could simply compliment the skills and give physical change too. House Of Furyan 19:38, 18 March 2008 (UTC)
- I thought the Idea Sounded kind of cool, though you do have a point about it unbalancing the game. I'd say we wait and let the people evaluating these sugestions read this idea. It could be easily a cool race. And shape shifting in general is not limited to only going to one other form.
- I like the idea, but,it ahould go into(if there is one *rolls eyes*)*pauses for dramatic effect*..... GW3. Moas Rule
Pets[edit]
I just think a more advanced pet system is needed. In GW1, you just find a pet you want and tame it. Period. I think you should be able to feed pets, too. I mean, say I just got a half-eaten carapace, but I don't want it, and the price is too low to sell it. I could open a special pet inventory (this means you could also buy special pet armor and have your pet wear it)and drag it there. The pet would eat it, and gain a 1% morale boost.I also think you could like, ... What I mean is that, say I wanted a flamingo but I wanted it to bond to me,I could find a flamingo nest and get an egg. Then I would go someplace to hatch it. Then you would see a clip of the Flamingo chick hatching. Once it hatches, it would be lvl 1.(from level one to level 5, when you fight, it would go hide in a nearby bush or something)I also think that it should grow bigger every level you raise it.(For mammal pets, you could find a cub or pup or whatever.)P.S. Make ones like Black Moa eggs harder to get. User:MoasRule
- Here is another thing I thing GW2 should have.....MORE PETS!!!!!! I think GW2 should introduce pygmy hippos again. And make pets like the Black Moa and Rainbow Phoenix should be easier to get. You should also make it so if you have a pet with you and you see a cool pet ,but theres no city nearby, that you could tame it and when you went in a city,(P.S. I also think that you should be able to see pets in cities)The newest tamed pet would go into your pet storage.(This would also work with any number of pets.) User:MoasRule
- You also be able to name your heroes or companions' pets. User:MoasRule
- Here is a list of new pets I think should be tamable:
(Please add any kind of pet you would like)
- Swarm of Bees (Attack:Sting)
- Penguin
- Goat
- Snake
- Gold Snake (Only available with "Search for the Golden Snake" quest active)
- Chimpanzee
- Moss Spider
- Turtle
- Rabbit
- Cow
- Panther/Black Leopard
- Gorilla
- Horse
- Rhino
- Pygmy Hippo
- Leopard
- Kangaroo
- Kangaroo Rat
- Fiery Pheonix
- Pig (NOT a warthog, a PIG)
- Cat (a mini version of a Melandru's Stalker)
- Dog
- Zebra
- Sheep/Ram
- Fennec Fox/Gray Fox/Red Fox
- Fire Fur wolf
- Army of Ants
- Chicken
- Sunbleached Moa (Attack:Sunburn)
- Jade Moa (Attack:Crystalize Enemy)
- Golden Firemoa (Attack:Burnup)(It can fly)
- Raptor
- Giant Mechanical Chicken
- Caribou
- Bull
- Small/Trained Devourer (like Joe the Devourer)
- Komodo Dragon
- Giant Beetle/ Cockroach
- Undead Creature (without degen)( similar to a flesh golem)
- Baby Elephant
- Vulture
- Giant Frog
- Bipedal Dinosaur (other than raptor)
- Small Wurm (like the Pre-Searing Plague Wurm)
- Pterotactyl/Pteranodon( flying dinosaur)
- Ooze
- Llama
- Coyote
- Porcupine
- Brown Bear
- Peacock
- Giant Salamander
- Young Tyrannus
- Young Ceratadon
- Mantid
- Incubus
(the pets marked in bold have a unique statue in the Hall of Mouments) User:MoasRule
- I think your ideas are really cool but about the cantha and elona pet thing..We're not sure if we can get there in GW 2 =)
Another thing is that pets should have skill bars.MoasRule
- Rather then a whole skill bar I think they should get 3 slots(one permamently taken by the pets exclusive attack, e.g. sting for the bees. and the other 2 should contain pet attacks that they activate independantly(e.g. Poisonous Bite) rather then the GW1 click to make your pet's next attack that skill since 2 of your skill slots are going to be taken up GW2's equivilant of charm and comfort animal I think the pet should get 2 slots in return.(Marsc 15:49, 21 March 2008 (UTC))
- ...what? Suggesting quests is fine, even if they should go under a separate heading, but why are you using quest names without even saying what the quest IS? I'm pretty sure no details on specific quests have been released for GW2, so this must be the poster's own idea - but us readers have no idea what your quest is! -- Sirius (talk) 12:22, 23 March 2008 (UTC)
Can we have it so multiple pets can be tamed but only one active at a time like with heros? --EvilRedStapler 03:45, 24 March 2008 (UTC)
- Haven't u heard? A-Net is considering a pet stable!! MoasRule
At the moment I avoid using pets because I feel they're not worth 2 skill slots. You can leave animal res skills out, but then if they die they're dead until you change areas. I suggest combining charm animal and comfort animal equivalent skills in GW2 into 1 skill, because you can't charm another animal when you have a pet out anyway. Also, I don't really see why all your skills have to be disabled when they die. Your skills don't get disabled when allies die, so why for the pet, which is just another ally after all. I agree with the idea of being able to keep and train multiple pets, just only being able to have 1 out at a time. I would definately use the beast mastery equivalent then.--Eldris 15:25, 26 March 2008 (UTC)
- While merging Charm Animal and Comfort Animal together would be a good idea, what I'd like to see more would be taking advantage of the companion system with pets. That would be all the justification you need to give them their own skill bar (as mentioned above), and mean you don't need to waste any room on your own skill bar just to have them. True, certain things like runes and insignias wouldn't work, but since we don't know how/if they're treating runes and insignias in Guild Wars 2, much less how they will be treated in regard to companions, I think it is a good enough idea to toss around in hope of actually happening.--Ryan Galen 13:13, 1 April 2008 (UTC)
Why hasn't anyone said mounts? i want mounts!
I don't care what pets there are, I just would like them BIG... I think a lot of players want that. My favourite pet? Siege devourer.... You could make small ones, but you might made it possible to ride the bigger pets though only under certain circomstances, like when you fed them with something, or you reached the title of Pet care I donnow, it's just an idea :) Spirit Of The Linx 14:54, 1 April 2008 (UTC)
This is probly going to piss off the Rangers but what if a pet was actually a pet. Instead of charming then u could be hunting in the woods, find a wolf and become friends with it. by fedding it or playing with it. And any Profession could do this. But the difference is that the more u work with ur pet the better it gets. And each proffesion could get different skills for it. Like a necro could make it undead, a ranger could use as transportation(yes i mean rid it) and a Warrior could cover it in really thick armor.
Maybe we could have Albino pets. They would be REEEEEEEEEEEALY rare though.MoasRule
Training Groups (Continued)[edit]
This is a more developed version of my above idea for training squads. Everything said there still applies, but add these rules to it:
1) You only remain in your group as long as your level is within about five levels of the group average. Once you exceed this number or if it rises above yours, you may go to an NPC in town to ask to be reassigned to a group with a higher average. You will be reasigned to the next highest group with the lowest number of players in it.
2) You may also ask to be reassigned to a group with a simmilar average level any time you want. This will be a good option for players who are in an inactive group.
3) You may ask to be reassigned to someone elses group if you know the name of that group. Someone in the group must accept you with a few days of your request.
4) The member of your group who has the most experience points is captain and gets to choose the name of your group.
5) The number of members in a single group cannot exceed 40.
6) You may start your own group by asking the NPC in town to start a roll call. If 17 more people of the same race then ask to join your group in the next five mintues, then you have a new training group. This would be very difficult, but if you can get enough of your friends together at the same time, why not?
This will mostly ensure that you are always in contact with about 20 people who are probably doing the same missions as you and have access to the same areas you do at all times, and increase the realism of the game by simulating the social systems of the individual races. Charr warbands might be able to declare loyalty to one of the four legions or start thier own legion. Krewes might be able to apply to certain projects and access special missions. Similar benefits could go to each of the races. You might also be able to win special rewards for your group or tattoo thier symbol somewhere on your body. It would be interesting if some groups became highly revered and it was a mark of your playing ability to be included in them.--Shai Halud 20:21, 18 March 2008 (UTC)
Guild Wars 2 - Chat/Message/Talk Systems![edit]
It always annoys me when a friend is away, and you have no clue when they will be back or what there doing. Just give us some features so we can make an automated away message system!
This one might be a bit too much, but they could make some cash and allow the game to run flawlessly by implementing this one. Just make a built in team speak/ventrillo-like client in the game. Allow your PVP group to invite them easily via the game to your verbal conference chat. No more hassles with the new guild members to download, install, and numerous other steps to get connected with a guild chat client. Allow anyone to purchase either a one time fee, or even an annually fee to pay for the service maintenance. (Or best free ^^).
Just like your typing chat for your team, only a few buttons to get you started. Like an invite all button.
Of course password protection should be implemented so if your in a town, you can tell someone that your buying that "1337 sword from" and you can have a verbal person to person bargain. It would minimize the spam in chat channels, and allow those people who spend countless hours of typing on gw a chance to really interact with the community.
-status messages
-ts/vent-like built in game system
One thing I think would be a very good feature would be to implement optional message archiving for whatever is currently selected on the chat window. This would make it easier to find that 'one' person you had an interesting discussion with, etc., but could also be a BIG benefit when it comes to dealing with the (unfortunately) ever-present scams.
As to identifying which line is from which 'thread', be it alliance chat, local chat, etc., just put the thread id in a tag like '[' / ']' or maybe something a bit more unique (read not currently heavily used, as the '{' and '}' are for Whispering).
Just a thought ... Algonda 10:31, 28 March 2008 (UTC)
Customizable minipets[edit]
It would be cool to "make" your own minipet by finishing a certain quest. User:MoasRule
- Well that wouldn't be the best in my opinion. I think we should have a variety of more minitures. In GW1 we had characters and nemises that were our minitures. Why can't we just have tigers, phoinexes and foot soldiers?--Soccom 03:38, 20 March 2008 (UTC)
What I mean is like you could make a minipet of ur char.MoasRule
- Its possable. =)--Soccom 02:38, 21 March 2008 (UTC)
Making your own minipet is already possible in GW1, didn't you notice? The Black Moa Chick Spirit Of The Linx 14:55, 1 April 2008 (UTC)
- OF YOUR CHAR!!!!!!!!!! You didnt read the thing i put. MoasRule
Maybe that's becos my answer on your text was first right under It would be cool to "make" your own minipet by finishing a certain quest. , but in some kind of strange way, my text has been moved to the place where it is now... I wonder who would have done this... Spirit Of The Linx 17:36, 2 April 2008 (UTC)
- Oh. Sorry.MoasRule
Default Hotkey Mapping for Left-handed Players[edit]
Seeing that GW2 will dump click-to-move for keyboard controls, I was hoping that GW2 would provide a default mapping of hotkeys for left-handed players (who mouse with the left, and key with the right). For starters, WASD would be IJKL, instead (providing a comfortable space between hands, and convenient access to the space bar), Skill window would be assigned to S, Quest Log window to Q, skillbar would be shifted to 3-0, etc. Basically, a mirror of the default hotkey mapping, with some adjustments (like I did above) to make memorizing hotkeys easier. This would certainly save us the trouble of having to re-map the majority of the hotkeys. → BROWNSPANK 06:51, 20 March 2008 (UTC)
- I don't know about lefties, and it seems to be a good idea to me, but I would also like to add that instead of being tied down to the 1..8 keys across the top of the keyboard for certain skills, why not also allow the same functions to be activated from the keypad? Mine is always (unless I've messed up) on NUMLOCK, so if you're wanting to use skill 5, let's say, you'd have two keys you could press which would activate it. Algonda 10:38, 28 March 2008 (UTC)
- I think that customization of hotkeys is quite enough for this. It really isn't hard to set up the keys and you really get used to it fast (especially if you set it up when you first start the game. 75.93.203.140 00:47, 19 April 2008 (UTC)
- I don't know about lefties, and it seems to be a good idea to me, but I would also like to add that instead of being tied down to the 1..8 keys across the top of the keyboard for certain skills, why not also allow the same functions to be activated from the keypad? Mine is always (unless I've messed up) on NUMLOCK, so if you're wanting to use skill 5, let's say, you'd have two keys you could press which would activate it. Algonda 10:38, 28 March 2008 (UTC)
Seems like a good idea to me too but make it so that u can change which way u want it or just give us the option to custimise our oun hotkeys-----Eric Firestar
Making Weekend Rewards Accessible to Everybody[edit]
Problem: Right now weekend rewards are only accessible to those players who are online on weekends. Being a weekday player myself I am not particularly happy with the current system.
Solution: I suggest a "Book of Rewards (or good Fortunes)", just like the Dungeon Tome. It has one page for every possible reward and on that page are stored the remaining uses of a reward. Each player can activate their personal reward session whenever he/she likes. Click on the entry in your Book of Good Fortunes and gain the benefit. Instead of having to play on holidays and weekends, I can actually reap the rewards when I am able to play. Therefore 100% of the players will be happy about the double-X announcements and the currently widespread moaning would disappear. Each week Arenanet can announce which page of the book will be charged with additional time and players can rejoice.
How it works: After triggering the reward from the book, it will act as a buff visible in your display, much like "dishonor" works. Instead of giving players a "72h double faction weekend" we instead receive a few hours worth of increased drops or double faction, etc. By doing this Arenanet can ensure that all players get the benefits and more importantly the "order of the extreme weekend grinders" does not gain too much of an advantage. Right now they primarily reap what the Double-X weekends offers.
Anti-Exploit Layer: With the Book of Good Fortune I might get less than 72h, but I can use every last minute so to speak. If I log off, the counter will stop, saving my remaining time. In order to stop exploiting, the game will deduct 15 minutes from your remaining time upon activation and 1 minute per minute after the initial 15 minutes are up. That way people can't exploit the Book of Good Fortune, e.g. triggering it for a minute, have the boss drop, log off and "save time". As an option some weekend reward could be retooled to be triggers, e.g. next boss kill, next dungeon completion. Instead receiving timed buffs on their account, people would get "charges" in their book, much like consumables.
Closing Statement: The Pros will have no reason to complain, because it is equal treatment for everybody. The casual players will subjectively (!) feel more rewarded since a higher percentage of their playing time will be under improved conditions. From access to special areas, to increased and special drops, to buffed stats all players can now be happy. The weekly "Tuesday moaning" would finally end as neither job nor family obligations stand in the way of what I believe was originally intended to be a good gesture to everybody by Arenanet. --4thvariety 05:47, 2 April 2008 (UTC)
- Or you can just have the weekend specials expand from Monday to Sunday. =)--Soccom 02:41, 21 March 2008 (UTC)
- I very much like where this idea is coming from, tho the proposed mechanics could use a good comb. I would like to bring to your attention as well that not the whole world have their weekend on Saturday and Sunday. Here in the Arabic world it's Thursday and Friday. Which means you could never make everyone happy unless you let them have their bonus at their own convenience. Still, I do understand that having a global set period for bonuses adds a group-mood to the whole GW community, which is a plus. Eleventh Panda 15:57, 22 March 2008 (UTC)
- Yeah, I've always felt that these weekends serve to bring people together in one corner of the game, to bring about a stronger sense of community (and make it appear the community is larger than it actually is). That said, I wouldn't mind a "Bonus week" except then heavy players would reap a larger share of the rewards. So maybe the bonus should work for you for 48 hours from the time you first login after Friday noon to Monday midnight, making the bonus last until Wednesday midnight for late players. Sounds a bit complicated, though, so I don't expect it to be done. (mendel 84.128.232.147 02:02, 24 March 2008 (UTC))
- I very much like where this idea is coming from, tho the proposed mechanics could use a good comb. I would like to bring to your attention as well that not the whole world have their weekend on Saturday and Sunday. Here in the Arabic world it's Thursday and Friday. Which means you could never make everyone happy unless you let them have their bonus at their own convenience. Still, I do understand that having a global set period for bonuses adds a group-mood to the whole GW community, which is a plus. Eleventh Panda 15:57, 22 March 2008 (UTC)
Separate PvE and PvP skills[edit]
As of now in GW, every time a skill is balanced for use on PvP, something on PvE gets weird and needs further fixing. Or if a skill in PvE is not being used as intended, the fix leaves a PvP skill that not everyone will be happy with. I would like it if we could avoid this problem in GW2 by making the way skills work for PvE and PvP separated, so fixing one of them doesn't break the other. Not sure how easily this could be implemented, but maybe some options could be:
- Assign two functions to each skill, one for PvE and one for PvP (so changing one doesn't change the other).
- Create PvE and PvP only skills, both mutually exclusive, and remove any posibility of PvX skills.
I mean... skill balance has some weirds effects on old content...--Fighterdoken 05:15, 21 March 2008 (UTC)
- this idea, of course, ruins the whole idea GW was set upon. Instead, try to balance them right, that's about the obvious solution. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 15:32, 21 March 2008 (UTC)
- That's precisely the intention. GW is GW and GW2 will be GW2. If there was something that didn't really worked as needed in GW, and there is a chance of fixing it in GW2, why not doing it? Balancing skills is a lot easier to do if you just need to care about how they affect one way of playing (same as trying to balace "skills for roles" instead of "skills for classes").--Fighterdoken 20:49, 21 March 2008 (UTC)
- IF GW2 doesn't have a part of GW in it, no one will buy it. Just balance skills properly, don't turn pve into joke mode, and everything will be alright. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 22:59, 21 March 2008 (UTC)
- That's precisely the intention. GW is GW and GW2 will be GW2. If there was something that didn't really worked as needed in GW, and there is a chance of fixing it in GW2, why not doing it? Balancing skills is a lot easier to do if you just need to care about how they affect one way of playing (same as trying to balace "skills for roles" instead of "skills for classes").--Fighterdoken 20:49, 21 March 2008 (UTC)
- this idea, of course, ruins the whole idea GW was set upon. Instead, try to balance them right, that's about the obvious solution. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 15:32, 21 March 2008 (UTC)
- This might ruin what Guild wars was set upon but I always thought it was a good idea to just have PVE and PVP kind of mixed in together. LIke you don't choose a PVE and PVP char. You choose a char who starts of in Cantha or wherever and then can travel to Battle Isles. Although that maybe not the best idea from many other peoples points of view.--Soccom 02:54, 22 March 2008 (UTC)
- An advantage of having the same skills for PvE and PvP is that you can get comfortable using them in PvE before you get pwned in PvP. Another is that you can have missions that involve PvP integrated into the PvE storyline. Plus everybody's assuming that ANet never nerfs skills to kill botting builds... (mendel 84.128.232.147 01:55, 24 March 2008 (UTC))
- You could still keep the first "advantage" by giving two different functions to a same skill (by example "does 1..2..3 damage, does 25% less damage to PCs"), the second could be worked treating it just as PvP (like the match when leaving Pre-Searing). And you gave a reason why is an advantage to actually separate them. Just so PvP players no longer have to suffer because of PvE fixes to bots/farmers/runners, and PvE players no longer have to suffer by a PvP balance that "tried" to put skills in game again, or tried to fix a "clever" way of playing (for not saying, griefing) :).--Fighterdoken 02:13, 24 March 2008 (UTC)
- As I said, don't make pve into joke mode, balance skills properly, and no one will complain. See GW proph. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 17:58, 24 March 2008 (UTC)
- Yeah, because Prophecies hasn't been hit by the "let's make this skill more useful" bat... oh, wait, Talk:Word_of_Healing#Desert Missions. Try doing them with Prophecies-only skills and Prophecies-only resources (only hench) :).--Fighterdoken 18:10, 24 March 2008 (UTC)
- PvE and PvP are nothing more than jokes after all the supposed tries to "balance skills properly" from the skill balancer. The only way the skill blanacer can come close to decent balancing is to make it easier on him by seperating PvP and PvE and listing to actual PvP players for PvP balance and listen to actual PvE players for PvE balance, and dispite what idiots want to think, actual PvE players don't want the dev skill bamph!. (ex: An actual challenging PvE would be greatly wanted with alternating skill sets just like Hard Mode was supposed to have instead of silly little buffs that don't do much other than make things duller.) Also, it would be better for the GW community as it would help get rid of the PvP vs PvE control issues over the other that the current balancing system has caused to worsen so much. Besides, GW2 is supposed to be a completely new start to try and fix all the issues they made with GW and this is one of the biggest issues and it's only divided the fanbase far to much. ~ Sabastian 03:54, 31 March 2008 (UTC)
- Yeah, because Prophecies hasn't been hit by the "let's make this skill more useful" bat... oh, wait, Talk:Word_of_Healing#Desert Missions. Try doing them with Prophecies-only skills and Prophecies-only resources (only hench) :).--Fighterdoken 18:10, 24 March 2008 (UTC)
- As I said, don't make pve into joke mode, balance skills properly, and no one will complain. See GW proph. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 17:58, 24 March 2008 (UTC)
- You could still keep the first "advantage" by giving two different functions to a same skill (by example "does 1..2..3 damage, does 25% less damage to PCs"), the second could be worked treating it just as PvP (like the match when leaving Pre-Searing). And you gave a reason why is an advantage to actually separate them. Just so PvP players no longer have to suffer because of PvE fixes to bots/farmers/runners, and PvE players no longer have to suffer by a PvP balance that "tried" to put skills in game again, or tried to fix a "clever" way of playing (for not saying, griefing) :).--Fighterdoken 02:13, 24 March 2008 (UTC)
Proper Big Cities and Big diverse Maps[edit]
Country sides, wetlands, forests etc are all good and all but have been done like anything in rpg's. Lets get something that other games don't do that often and that is big cities I mean really big multi level etc (like this vanguard city but way bigger).
I want it to be and feel that you are in a proper city than just a little village that everyone does.
Also What about a massive map area bigger than all of wow, bigger than all the guildwars games combined (Total world map space). Lets have something that is really big and diverse.
When I see say say a desert in the game its usually pretty small what about one you can totally lost in and walk for miles and miles with the same type of landscape unchanging but with hoards and hoards of desert enemy creatures popping out of the sand.
Diverse maps types: (add your own type you want to see)
- city in jungle desert or iceburg with a certain place to fight creatures that can only be found in that little area
- City built on a massive lake
- City in the sky
- City underground (still in persistence meaning no loading screen)
- City under the water with a glass dome roof
- Big desert with creatures popping up from the sand
- A huge city that actually forms somewhat of a continent, with different divisions of the city being different explorable areas
I find myself in every game exploring the entire map and going thats it ... thats how much area there is. I really want the size of the world big so it would me ages to explore and even then I wouldn't have explored enough. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- Kaineng captured the essence of being trapped in a big city, right down to getting horribly lost because of a wrong turn. --Valentein 18:54, 23 March 2008 (UTC)
- I beleive that was due to bad minimap design not supporting multiple levels etc if done right on map design it would be great. (In some games they only map your current immediate area and if its a different hight its say semi transparent in the minimap until you get there) < I believe this would work very well here --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- This would be so awsome. Lions Arch is the capital city of Kryta, but when i'm in it it seems liek an insignifigant spec of a city, the market are ais too small, and theres absolutley no housing!. so what if with the multilevel idea, thre was a market level, a housing level, a training level, and a type of arena level, all linked together by migically powered, (or maybe asuran designed) elevator like platforms. Lord Zepherr 09:56, March 29, 2008 (UTC)
- Exactly we always hear in lore and in quests etc that insert (town/area) is a big capital soo big that are x thousand people in it etc (Final fantasy 12 rabinaster was a prime example how to make it look soo big in concept but really small in game) even the concept art and in game paintings etc usually show it a big massive fricking city and you get there and its 1/100th of the size that its told to be. Different levels for different things with magic elevators yea sure if thats how the lore designs the city to be usually cities even in real life are in districts anyway so that wouldn't be a problem.
- I had a thought, what about a city underground, like that's where the last bit of ascalonians fled a long time ago during the searing, they prospered undergroudn becasue the destroyers never made it that far, which woudl tie into Eye of the North, and have just recently reappered. That could explain all the pre-searing NPCs that dissapeared, plus, maybe that would work for the next heir to ascalon, like ruruiks baby cousin's descendant or whatever, and you could choose to be that character. Lord Zepherr 09:28, March 30, 2008 (UTC)
- Had this thought myself but somehow I missed it making the list so added it in with the fact there needs to be no loading screen to get into it meaning that its in the persistent world also.
- Yea, like ther's some sort of boulder blocking up a cave, and some scholar gives you a quest to try to remove it because he thinks there might be life down there, no portal, just a blocked passage. Lord Zepherr 09:44, March 30, 2008 (UTC)
Alternate Control Mechanics for minigames etc[edit]
Something that I always wanted in games and a few games do have this and thats alternative control game mechanics for miniquests etc.
Gw1 minigames like (Polymock/RollerBeetle Racing) disapointed me because it was exactly like what you do with your charactor use spells and fight.
Things like alternative controls and mechanics for minigames like say rollerbeetle racing you would have accelerate/decelerate/handbreak and fire rockets off etc for controls etc other than just spells etc. and it would actually feel like it was its own separate game inside of the main game and like you were doing these things other than just a re-skin ontop of a current control system. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- I think to be honest that would put me off playing mini-games. People know the main game controls and are familiar with them. Having to learn a whole new set of controls just for a mini-game doesn't really seem worth it, and even annoying.--Eldris 15:13, 26 March 2008 (UTC)
Pve Content for Guilds and Guildhalls[edit]
Statues
In Hall of Monuments you can have statue for certain achievements, like clearing FOw or Sorrows Furnace. In GW2 there could be possibility of earning statues to one's Guildhall by completing some quest(s). Statues would look cool and give chance to personalise a little bit one's guildhall.
Benefits of statues
These statues could provide some benefits to guilds who have them at their guildhall, for example a passage to some elite area or ability to gain some bonus quest(s).These statues could benefit every member of the guild, even if they havent been earning the statue themselves.
Statues could also provide additional npc's to Guild Halls.
Guild title
Now we have both character and account based titles, but having guild based titles could be fun. For example when collecting enough kurzick points guild could earn "kurzick statue" or special kurzick npc to their guild hall. (perhaps ability to gain kurzick hero/companion). Please note I am using kurzick only as an example of allegiance, since I have no clue what kind of allegiances there will be in gw2.
Guild title even further: Guild title could also open some quests or maybe even disable some other, make some npcs friendly and some hostile. This way instead of having just regular rpg good/neutral/evil alignments, your guild would actually define who you are. --The preceding unsigned comment was added by User:82.215.235.177 (talk).
- I like the Idea, although I think the guild ranks would be hard to implement because of lazy people and leechers. the fundementals are good and this could be a great opportunity for guild members to bond and work together. I'd also like to see more customisation in guild halls, if they will be implemented, other than the type of hall you have. The customisations should be purely cosmetic and not affect the functionality of the guild hall in pvp. An example would be your guild's banner/cape displayed in the guild hall. ShadowStep 19:37, 23 March 2008 (UTC)
- I like the idea, maybe add like guild only quests where you have to attack a NPC guilds from cantha or such and the guild/alliance gains a benefit from it.
destoyer armor or a tonic[edit]
well just to say i love the destoyers and i want in guild wars 2 to be able to get the armor of the dead destoyers as this is the last think that you fight in guild wars what do you think?
and aslo maybe a tonic in guild wars just for the fun of it --The preceding unsigned comment was added by User:Thedreadlordpie (talk).
Weddings[edit]
People have asked for wedding support before. I'd suggest that if that is done, it is done as guild function. You'd get a preacher for the guild hall as a buyable NPC (and in fact guildmates could give the needed faction to buy that as wedding gifts, and maybe the NPC would also sell decorations for the ceremony). You can invite guests to your guild hall, so attendance would not be limited to guildies, but would be by invitation only. The invitations could be bought at the preacher, traded to other players, and they'd enable the holder to warp to the guild hall 1 hour before the ceremony starts. The status of being married would be indicated on the guild roster somehow, and of course married players could not singly leave the guild. With the marriage, a new title could become available for that character that says "I'm married to <insert name here>" and could be worn via the checkbox instead of another title. Thus, you'd give up prestige that could be had by wearing your mahagony for displaying your affection to another character. Actually, this could be a title track, and you'd get "engaged to" and had to wear that for 20 hours in-game before you could marry (possibly grouped with the other player). Or maybe you need to get XP/faction while being engaged to another player with that player in the party, and only after earning sufficient XP/faction you could get married. This would force the couple to spend time playing together after deciding to want to get hitched. Should married couples be able to access each other's storage box? Well, I don't see that I would want to get married in-game to my spouse (who has another GW account, and yes, we play together) merely for prestige, but if that meant we could share storage it'd be worth considering. If it was made possible to wear each other's armor, that would be an added bonus, and if the XP/faction engagement requirement listed above was implemented, it'd mean that this feature couldn't be abused for gratuitious armor trading. If ANet want to go really overboard with this, have the preacher NPC offer a special wedding quest for the couple that nets them their wedding outfits (bridal gown, tux, wedding rings) and the wedding as final quest reward. A honeymoon quest that visits the most romantic places in Tyria could follow. The honeymoon quest could reward the couple with a minipet which is the same for both, can be named, and has the same name for both (i.e. if one of them renames it, it is renamed for both). The pet should be unsellable and disappear if the marriage is dissolved. This suggestion (and the one about the marriage being shown on the guild roster, and the marriage title) obviate the need for renaming the character because characters can show their marriage in other ways. One might feel that very few players are interested in getting married in-game, and that it wouldn't be worth to expend that much effort for that feature,but if it involves real perks (e.g. shared storage) and can be shown in obvious ways (pet, title), many non-married players will notice it and think better of GW for having such a cool feature. (mendel 84.128.232.147 20:23, 23 March 2008 (UTC))
- I have to say this:COMPLETELY REDUNDANT. Sorry. Just had to get it out my chest. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 20:36, 23 March 2008 (UTC)
- Your signature is broken. — ク Eloc 貢 21:50, 23 March 2008 (UTC)
- As redundant as Bahltek or the Monument of Dahlah or maybe the Flamingo-ing... going... gone. quest? Are you saying that nearly no-one is going to appreciate it, or is it just you? And why? That there will be people who are not going to use this feature is clear from the get-go. (mendel 84.128.232.147 01:43, 24 March 2008 (UTC))
- Honestly I don't see the point in this for a fighting game, if you want shared storage etc then instead there should be a guild bank or a prv bank with multiple users. You might as well be better asking EA for a Sims Online for weddings at lest in that game you'll also get a house and 2 kids. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- Actually, it's a role-playing game, at least to some part of the player base. The first documented in-game wedding in GW was within two weeks of the game going live, see Wedding in Tyria. No, I wasn't involved. (mendel 84.128.205.35 04:08, 24 March 2008 (UTC))
- That wedding was a developer thing and it was real also where the developers liked the game soo much they couldn't keep away. This is a role playing game but a fighting role playing game not a dating/matchmaking/wedding role playing game. If they put a wedding in then they they would have to put allot of other stuff in all related to dating marriage couples life etc or else the wedding part would be completely out of place and no relation at all to the rest of the game. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- You mean, like the boardwalk games and rollerbeetle racing? (No, don't answer that!) There are at least half a dozen romantic involvements in the GW1 storylines, e.g. Lady Althea and Prince Rurik, Olrun Olafdottir/Olaf Olafson, Behron and Sahreh, Zerai the Learner and Midauha, wedding guests Vael or the Shauben Clan, and noone knows what Koss, Melonni and Tahlkora do when we log off... There isn't a lot of stuff in the game relating to guild life, either - the guilds who feel it's not enough organize their own voice chat, forums, home page etc. So what do you feel has to be in the game to properly support weddings/marriages that I haven't outlined above? Be constructive! (mendel 84.128.205.35 16:24, 24 March 2008 (UTC))
- That wedding was a developer thing and it was real also where the developers liked the game soo much they couldn't keep away. This is a role playing game but a fighting role playing game not a dating/matchmaking/wedding role playing game. If they put a wedding in then they they would have to put allot of other stuff in all related to dating marriage couples life etc or else the wedding part would be completely out of place and no relation at all to the rest of the game. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- Actually, it's a role-playing game, at least to some part of the player base. The first documented in-game wedding in GW was within two weeks of the game going live, see Wedding in Tyria. No, I wasn't involved. (mendel 84.128.205.35 04:08, 24 March 2008 (UTC))
- Honestly I don't see the point in this for a fighting game, if you want shared storage etc then instead there should be a guild bank or a prv bank with multiple users. You might as well be better asking EA for a Sims Online for weddings at lest in that game you'll also get a house and 2 kids. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- In a word: NO .... leads to too many problems when the 'real world' couple breaks up. Assuming that this never happens, then there's the inevitable problem concerning electronic offspring. Gwen is cute in Prophecies, and she grows up, but how many others are going to be out there if this comes to pass. Also (to use a Yogi-Berraism), since marriage is probably the chief cause of divorce, what then? Do we set up a special PvP match to see who gets all the goodies? Algonda 10:57, 28 March 2008 (UTC)
- I think this idea has potential, and you guys are being a little too blind. As far as we know, our GW2 characters are the direct descendants to our GW1 characters, which raises the question: How did they get here?! Just because that part of the story is set in the 250 years we don't get to play, it doesn't mean it didn't happen. And yes, those of you can argue that the other playable races are definately not descendants of our GW1 chars, but that's a story your gonna have to taek up with A-net. And maybe teh marriages could open up a smaller, side sotry arc, with missions and quests you do with your spouse, but thsi is all speculation. As for the house problem. maybe the couple would get a private type of mini guild hall which would serve as their house. The couple could send invites to other players to visit and so on. And maybve the players coudl charm an animal, bring it to the house, and designate it as a house pet. And for those of you who are afraid of the aspect of your own children, what about adoption, there have to be plenty of homeless children with all the turmoil that goes on in Tyria. Lord Zepherr 09:47, March 29, 2008 (UTC)
btw, you don't need to be married in real life to get married in GW. In my guild, there are at least 3 couples who have never met eachother before in real life, but are engaged ingame. In real life, they are married, have children or a girlfriend/boyfriend and stuff.
It's just fun to have a fionce ingame :D. (Believe me)
Marriages ingame would be just as fun... This is a GAME after all... Spirit Of The Linx 15:01, 1 April 2008 (UTC)
Well it's going to be a hell of alot more coding and space taken up on the servers for this and the part about them having kids, make another character that can be the kid and that way they don't have to add anything censored in to the game making it an 18.
Hey, everyone knows the stork brings kids, and even if you would shoot them all, you still got magic trees left ^^ btw, talking about marriages, not about kids ^^ (yet) Spirit Of The Linx 17:37, 2 April 2008 (UTC)
Jobs[edit]
Please, before someone goes on a rampage about the word "Jobs", I am not reffering to any kind of job that requires grinding, but would like to suggest a different kind of job system.
I would like to see a job system that is passive and only takes about 5-10 min a day for a character to overview and work on. (NOTE: A "degree" is a status similar to a profession, not an item)
- For a character to participate in a job, he must have a "degree" of some sort, a character can only have one "degree" at a time, and any new "degrees" deletes any previous job progress and replaces the old "degree"
- The character will never lift a finger, the character is a boss of his/her own company once he/she obtains a "degree", and can name their company anything they want, as long as it is not already taken (please be appropraite, informative of the product, and put forth one's integrity when naming your company).
- Running a company is an investment at start, you have to buy a plot of land (much like buying a guild hall in GW1), buy your NPC workers, and buy guards to protect your property (only if NPC raiders and/or competitive companies are put into effect).
- When you buy land, you will have several locations to choose from revelant to your "degree" which is purely eye candy and confortible workspace. However, once you choose a land every expansion on it you make is the same place sence it is litterally just expanding and touching the land you already own.
- You may only have a certain number of workers on a given amount of land before you have to expand so you have more workers working.
- You can also invest in research and technology to improve the land and improve the workers.
- If a feature of guards is implemented then you can update the "training", weapons, and armor of the guards.
- When you obtain an abundance of a resource, 240 max space in a xunlai won't cut it, there for you can build storage buildings for the single purpose of storing your product (and if you require products to create your product then you can create storage for any resource that your company knows it can use)
- A company that needs resources from other companies can create a "trade contract" of some sorts, where there is a daily(or wheneverly) trade of resource for gold, making sure the producing company has plenty of resources and the resource company has a sure-sell way of selling resources.
- If you want to include events that can happen to a company you can include NPC "raiders" or "bandits" that attack a company randomly, mutually providing a system of buying guards of different types, along with some extent of customizing guards' skill bars (mayby even a very expencive completly customizable guard, with normal guards coming preset). (OPTIONAL)
- If guards set in you may want to consider "trainers", "armories", and "watch towers" for them. (OPTIONAL)
- Also, you could have warring companies who use their guards against each other. (OPTIONAL)
- Nothing here is cheap to help control the economy, and perhaps even having workers have a weekly(or wheneverly) paycheck.
Everything that you place in your company works automatically and periodically, somewhat turn based.
Jobs that follow this rubrick may include but is not restricted to: Any kind of (un-)common natural resource gathering, any kind of man-made (un-) common resource producing, armor smithing, weapon crafting, rune crafting, insignia crafting, event item maker (such as candy cane shards and golden eggs, or using shards to make candy cane weapons) weapon/shield/off-hand mod crafting, dye brewing, etc. (basically any item product) --Elven Chaos 00:14, 24 March 2008 (UTC)
- Such a mechanic is usually employed by games that pay by the month; it gives people who find themselves temporarily unable to play a reason to hold on to their accounts, thus profiting the game company. GW is sold differently, so there's no reason to implement a system like that (and I'm glad there isn't). However, your suggestion would be worth considering if you could explain how it interacts (beneficially, of course) with the game mechanics as they exist now. How will this job system benefit PvE or PvP players? How is the added value that is given to players through this system balanced so that the economy stays stable? Why would I want to have a job in addition to playing PvE or PvP? (mendel 84.128.232.147 01:49, 24 March 2008 (UTC))
- This is not ment as a "reason to stay" and is not in any way tradable for real money. The purpose of this system is to allow the player access to one, and only one (as either per charactor or one per account), resource or product to either supply their own ends and/or to sell the resource/product on the market for pocket change. The way I imagined this system is a small something you set up, and once set up it works on it's own, and the founder becomes both a boss and a manager, casually, of this company. Once a day or once a week a player would check their company and make sure everything is as smooth as needed and to see if they can afford/want to make new recruits(NPC) or upgrades. Two things I should have included earlier:
- This system is PvE Only oriented. A PvP character has no use with most materials/resoruces, and the purpose of a PvP Only character is to fight.
- Market Stability - As mentioned earlier, you can have only ONE job, everything is VERY expencive, and as two optionals workers can put a wage on your income and NPC "raiders" may attack your land. Two systems already in the game also help to maintain the market, competitive/agreed pricing with other players as well as competitive/agreed pricing with NPC traders. Still, one more notion must be taken to secure the market: A limit. There needs to be a very LOW limit on how much land, workers, income, etc. can be obtained. We do NOT wan't a trust/monopoly to be formed, or any "mega"-buisnesses, something small and self-sufficient is what we are going for, just pocket change. To put this metaphorically, you are storing money in a bank that give you interest, but whatever you put in you can NOT get out, you can only get your interest out. I do believe we all know how much we get from interest (very little). --Elven Chaos 00:00, 25 March 2008 (UTC)
- This is not ment as a "reason to stay" and is not in any way tradable for real money. The purpose of this system is to allow the player access to one, and only one (as either per charactor or one per account), resource or product to either supply their own ends and/or to sell the resource/product on the market for pocket change. The way I imagined this system is a small something you set up, and once set up it works on it's own, and the founder becomes both a boss and a manager, casually, of this company. Once a day or once a week a player would check their company and make sure everything is as smooth as needed and to see if they can afford/want to make new recruits(NPC) or upgrades. Two things I should have included earlier:
Alliance Hall[edit]
I would like to see an alliance hall, which is only accessable when an alliance has atleast 5 guilds. It works much like a normal guild hall, but is only accessable from the guild hall/guild menu and does not carry the same features as a guild hall. The design of an alliance hall is more of a circular building (for main area, the outside can be anything). Like a guild hall, you can choose the alliance hall locaiton. The building has several walkways, each with a banner of the owning guilds cape hanging above it, indicating the hall's and/or room's owner. (The alliance leader's guild gets the best area, with more of a king's chamber or master room feel to it.) In these areas the guild leader can set up to 5 minor temporary monuments to honor any combination of 5 of their members (including officers, but only the leader can choose to portray an officer, excluding the leader) for whatever they have achieved or good deed. The monuments display a text box that is filled in by an officer/leader (declaring the achievement/deed) and another text box where members can leave comments. Lastly, the alliance leader can hold alliance parties in the alliance hall, activating a party mode (only activatable once a month) where mini-games appropriate for the month, for the location, and general mini-games are available for three days after activation. --Elven Chaos 00:29, 24 March 2008 (UTC)
"Custom Realities"[edit]
One thing I would love to see the most are player created "realities". Since the top 3 of arenanet came from Blizzard, I would say it is safe to compare this idea (but NOT the interface used in the following editor) to Warcraft 3's World Editor. What I want to see are player made "realities" taking place in remote parts of the Mists. Where we can make our own campaigns, cinimatics, quests, missions, monsters, and every & any aspect of GW (etc.).
- It needs to be very user friendly (as much as possible anyways), examples are having a guided, interactive tutorial, having a simple quest maker (Quest Name/Select Task(s)/Task(s) put in from update/What triggers update/Reward), add randomized details button for terrain and randomize sleight bumps(anti-flatness) button for terrain, etc.
- Allow imported icons, animations, models, etc. of artwork.
- Restrict power by making sure advanced and custom coding that could cause the game to crash is unavailable
- When a character joins a "custom reality", the character itself doesn't jump in, for each custom reality you have one character slot for a character specific to that reality, to keep the player made items, skills, exp/gold, etc. from entering the GW2 reality.
- The creator(s) need to be able to make/delete professions and skills and etc.
- Allow a feature where the reality creator(s) cane edit and patch their reality.
"But where do I upload my reality?" Guild Halls, Alliance Halls, Major Cities/Capitals (such as kaineng,shing jea m., and HzH), towns/outposts, certain explorable areas, and "Gate of the mists" (or whatever you want to call the main reality uploading area) are all areas you can upload, but only at key spots withen them. GH leaders and AH leaders can move up to three realities to special honored spots if they deem them worthy. --Elven Chaos 01:03, 24 March 2008 (UTC)
- I don't like the idea of this, It would have to be heavily moderated and it would take too much gm time. Look at the people swearing, inappropriate character names, and general posting of crap in the game already like battle isle dist 1 or shing jea 1, people, like this stuff will be turned into what people design. Imagine if someone makes a room praising Hitler and Jihad, or someone made/edited some amour that said 'f-you' on the back of it. Its already happened in second life and many other games. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- Combine this with the "more PvE bling for the Guild Hall" suggestion and we have a winner! If you let players (officers) edit their guild hall, then noone's going to care what it looks like. You don't like the taste of the wallpaper - well, switch your guild. Edit goes horribly wrong: buy a new guild hall. Sure, it's expensive, but it won't affect anyone except those in that guild. You could use any monsters and any scripts that are possible ingame, but you'd never get XP or faction in the guild hall. Gifted designers could make "training ground" guild halls and sell invites. A guild could hang their banner whereever they wanted etc. Advantage: requires little GM oversight as it's secluded; lets invested guilds really go to town with GH features. (mendel 84.128.205.35 20:34, 24 March 2008 (UTC))
- I see what yall mean with moderation "unsigned user" (I'm sorry, I don't know what else to call you ;x), but there are several ways that problem may be fixed, and most likley is a combination of the suggestions or unsaid options to be used.
- First off, power to the people! Adapt the "/report" function to be aplicable to reporting inapropriate "realities", including a text box to input circumstance, location, etc.
- Second, first-hand moderation, power to the police! Hire volunteer moderators (who apply for this position just like any other job /w resume) to go through "realities" themselves, or even look at the file that creates the file (as in the file the creator opens up and works on his creation with, have a read-only version for the moderator). If ArenaNet wanted to, they could even hire moderators who are paid, but taking volunteers and offering them special previledges and items of the game is much more cost friendly.
- This step can work with step number 1, so when a report comes in a groups of moderators immediatly/ASAP go and check to see if the report is true.
- Third, check them before they reach the open, power to the protectors! When someone tries to upload their "reality", have moderators check them and put their stamp of approval on them, as well as any and every patch made for it so that nobody sneaks by the system.
- I see what yall mean with moderation "unsigned user" (I'm sorry, I don't know what else to call you ;x), but there are several ways that problem may be fixed, and most likley is a combination of the suggestions or unsaid options to be used.
- The guidelines are for ArenaNet to decide, but their guidelines on their normal game do include no racism and etc. Also, of course if a "reality" meets all standards but in some way you still find it offencive, you have the choice to not enter it.
I would also like to introduce a slight rule change when uploading in your own guild/alliance hall. The moderators for guild/alliance halls become the guild's/alliance's officers & leaders, and they take on every role that an ANet moderator would take, except everything is now at guild/alliance standards and has nothing to do with anyone outside of that community.
- Mendel brings another good point, applying "custom realities" to guild halls". I agree with every advantage he put in his statement, and think it is a good idea to apply all the custom realities powers into a guild hall, except that sence the guild hall will use our normal characters, professions and skills for our characters may not be changed, but still can change anything and everything the NPC enemies have. The once exception is using an area (not entire guild hall) exclusive buff (environment effect) to allow us to create Dodge Ball and Roller Beetle Racing - like circumstances, where we can have temporary skills as long as we are under the evironment effect. --Elven Chaos 00:39, 25 March 2008 (UTC)
- Could you imagine running -image when every single guild in the game can design their own hall? Never mind how much server space this would take up for ArenaNet. While you could do something like this on a competition basis, simply making the tools usable to the public would probably be more trouble than it'd be worth. Player-submitted concept art for guild halls/other areas, as part of a competition? That'd be kind of cool, even if it'd make for big submissions. But I don't see the whole thing happening. -- Sirius (talk) 11:46, 25 March 2008 (UTC)
- Well, the solution is to not -image Guild Hall data and only have it load when a user actually enters the GH. If you want to make a fast-loading GH environment, this means you use in-game graphics as much as possible - and that cuts down on server storage. If you wanted to be 100% sure you'd make a dedicated server for GH content and see how bogged down it gets (probably not very): but if it indeed gets down with players looking at and playing this stuff, then *bingo* Arenanet just got premium game content without paying for it! :-) The coolest thing would be if they released a stand-alone guild hall server for a guild to run on their own. There are security issues that need to be addressed, but I believe they can be. What with GW not being a subscription-type game, I think this would be commercially viable and set GW apart from all of the other MMORPGs. (mendel 84.128.186.230 16:53, 26 March 2008 (UTC))
- Why not do what Saga of Ryzom had done with there Ring2 system and this make a full sandbox with terrain editing, building design, custom quests, npc pathing etc. You can do what you want with custom realities but using only whats in the sandbox and nothing else and you can invite people in to the reality do your own missions/quests and when you leave you don't get to keep the quest rewards etc.
- Haven't experienced Saga of Ryzom myself, but this seems feasible. The overall idea, if executed correctly, could be a big plus for the RP side of GW2, and adds much more value to the game. → BROWNSPANK 12:38, 2 April 2008 (UTC)
- Why not do what Saga of Ryzom had done with there Ring2 system and this make a full sandbox with terrain editing, building design, custom quests, npc pathing etc. You can do what you want with custom realities but using only whats in the sandbox and nothing else and you can invite people in to the reality do your own missions/quests and when you leave you don't get to keep the quest rewards etc.
Customizable Player Looks[edit]
One thing mentiond allot is lets have customizable player looks so we all don't look like all the same model. Have a look at Oblivion that lets you change your players look and thers soo many options. Or take a hint from the sims and see how they did it.
Let us manage our look so we are all unique other than beeing like a run on a big production line look. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
i think a system similar to the sims system for making your char should be implementedVinesy 05:24, 24 March 2008 (UTC)
- Lets steal one from Nintendo and use something similiar to the Mii creation. Have a set number of hair, eyes, eyebrows, mouth, nose Etc. but let us choose the positioning (yes i know some people will be stupid *raises his hand* i know i will) But it will be fun. Crazy 07:36, 25 March 2008 (UTC)
- That would make the game pretty dumb actually. It would be unrealistic with people running around with like their mustache as eyebrows and stuff. Keep it within realism then it would be fine. — ク Eloc 貢 07:57, 25 March 2008 (UTC)
- I have to agree. I think that although most people would use something like this seriously, a lot of people still would just amke their characters look weird deliberately. I also think that for a game that loads a lot of people in one area this might not work, because it would have to render each face, whereas now there's just a small number of different faces it has to load in comparison.--Eldris 15:07, 26 March 2008 (UTC)
- Oblivion's system was a cool idea, but sadly it just let you make your character different kinds of ugly. If this system were implemented well, though, I'd be wholeheartedly behind it; that and I think it's the logical next step after what you got in GW1. -- Sirius (talk) 13:10, 27 March 2008 (UTC)
- Yeah, is logically the "upgrade" of the GW1 character creation. I think I'd really love to be able to make my characters look unique, I just really hope they limit the more than on Oblivion so you don't end up with all kinds of ugly. Even just having more parts to the presets, like eyes, nose, eyebrows, etc would be great.--Eldris 00:41, 31 March 2008 (UTC)
- Oblivion's system was a cool idea, but sadly it just let you make your character different kinds of ugly. If this system were implemented well, though, I'd be wholeheartedly behind it; that and I think it's the logical next step after what you got in GW1. -- Sirius (talk) 13:10, 27 March 2008 (UTC)
- I have to agree. I think that although most people would use something like this seriously, a lot of people still would just amke their characters look weird deliberately. I also think that for a game that loads a lot of people in one area this might not work, because it would have to render each face, whereas now there's just a small number of different faces it has to load in comparison.--Eldris 15:07, 26 March 2008 (UTC)
- That would make the game pretty dumb actually. It would be unrealistic with people running around with like their mustache as eyebrows and stuff. Keep it within realism then it would be fine. — ク Eloc 貢 07:57, 25 March 2008 (UTC)
Neighborhood chat[edit]
At some times many outposts are very deserted (some are that at all times). It'd be great if, say, all outposts in Istan with less than 30 people in them and/or less than 5 lines in party search were combined into a single zone where you'd see local chat and party searches. There'd be indicators where the people were at that point. This obviates the need to run back to the next big city to ask for help, and you can more easily find people in the area for questing together. Party search can even now zone players into a different district upon joining a party, so there shouldn't be a problem in invoking map travel to bring people together. An outpost would detach from a neighborhood at higher numbers than are required to make it join, e.g. 60 people and 15 lines in party search; this prevents an outpost rapidly blinking in and out of the neighborhood as people enter and leave.
Another option that achieves much the same is to allow a player (possibly via the world map) to determine which outpost chats and party searches he can see and post to (but posting gets more difficult as you have to select which chat to post to). An added advantage of this is that I can follow the chat of adjacent outposts while runnning around an explorable area; I could even offer items for sale through party search while exploring that people in the neighboring outposts could contact me about. (mendel 84.128.205.35 02:58, 24 March 2008 (UTC))
- Seeing GW2 will be persistent I can possibly see a region chat (local area like in wow) being introduced as a replacement for the current district/zone chat. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
'Ingame' Announcements, Patch Updates and Event Times[edit]
Can we get some in game system that really easy for players to find that tells us what new features expansions etc are coming, the latest patch changelog and the times for the latest festival events etc.
Thers too many people in game (over 100 every update/patch/over 500 on events) crying out (WTF IS THIS UPDATE), (WHEN IS THE MAD KING COMING)on every patch and festival there are also people that go -After Release- (WHAT IS THIS BONUS MISSION PACK I NEVER HEARD OF BEFORE)
It would be soo easy and convienient to have a ingame system to click and it would list all these things so we can say thers no excuse for not knowing. WoW has there launcher that lists everything in new expansions patches events etc but I perfer a ingame system so while im playing I can click say 'Menu/Patches', 'Menu/Events' 'Menu/Announcements' and get all the latest info. --The preceding unsigned comment was added by User:EvilRedStapler (talk).
- What makes you think that people who don't read teh announcements on the login screen are going to read this? (mendel 84.128.205.35 03:58, 24 March 2008 (UTC))
- Actually, you can do that right now. Just type /wiki news into the in-game chat. (Yes, I know that's not what you expect, but why is it not what you need?) (mendel 84.128.205.35 04:16, 24 March 2008 (UTC))
- Well '/wiki news' isn't well known (I didn't even know that one) to most of the new and existing players and allot say 'but I don't know where to find these things'. Also having a clickable news/patches/announcements button theres no excuse not to know as its there and you can see on screen in game (not another window) at a mouse click as it then makes people consciouses of the notes as they see it on screen and in game and its just a extra step to stop all the people saying 'but I don't know the wiki command' 'I don't know this games website address or that it has all this info' People want a, If I see a button and can click it, don't have to leave the game and open a new window cause I run fullscreen, Don't want to remember a list of commands, Don't want to leave the game etc. This way everyone can get there info in game on demand no loading another window or remembering commands etc. Then like Ab.er.rant said that no-one will read them anyway and if they don't click a little button to read the patch info they are lazy and 'obviously don't care' and no one is really going to help someone that cant click something on the Games On Screen Display that brings up a in-game updates messages window.
- the /wiki command is not what I need because I don't keep my computer up-to-date when it comes to hardware. So having to fire up Firefox while GW is running will take a few long moments of waiting while my poor processor swaps heaps of stuff in and out of memory. -- ab.er.rant 16:22, 24 March 2008 (UTC)
- Actually, havng an in-game option to view update information instead of needing to use the browser would be a nice feature. Would be nice to just click a button and a window pop-up (like the skill menu pops up) and be able to scroll through update notices or event notices. Not hard to do, would be a feature I'd use a lot, currently don't check until after I finish playing Guild Wars currently. That, and lots of people don't know the /wiki commands, its not really documented in the manuals, and as far as I know (from helping Guildies) not many know to check the website (Guildwars.com) every time there's a new build or an update. 118.92.12.97 07:48, 31 March 2008 (UTC)
- GW currently lets you press F10 or use the Menu/Help item to access an overview of topics that includes updates. However, that still openes your browser when you dig deeper. (mendel 84.128.252.188 15:37, 12 April 2008 (UTC))
More Skill Classes and Trees[edit]
Haven't seen this one posted but I want more skill classes and trees. The standed Ele/Preist/Warrior is all well and good but more different unique classes say a class that specializes in guns or something with new skill trees etc. Or what about sumoning where the sumoner sumons aeons to help battle for you but party is inactive during untill you sumon is unsummoned.
Skill trees like Arcane, Areo (even totally new made up ones) etc with total new never seen before skills (Invisiable - turns enermy totally invisiable for 10 seconds but you cant attack it) ('something like a wow skill' transform enermy into a sheep for 10 seconds)
We can add butloads more unique classes and skills so I say go for it. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- We do have mention of professions in the archives. The problem with suggestions for classes and professions is that it is sometimes difficult to speculate on it when ArenaNet themselves haven't exactly made known how they plan on handling character specialty or skills in GW2. It's possible they might just do away with professions and just have skills. -- ab.er.rant 16:27, 24 March 2008 (UTC)
- Nope it was stated that there will be a proffesion system and some sort of 8 skill system.
- We added a dervish, a paragon and an assassin. All broken. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 17:09, 24 March 2008 (UTC)
- Nope it was stated that there will be a proffesion system and some sort of 8 skill system.
Guild Mascots - Bring them on![edit]
I apologize if someone has already suggested this before me, but in my opinion guilds should have a mascot :) Some kind of an animal, a warthog for an example or some kind of a creature, a Grawl for an example. And of course it would be chosen (or even designed) by a guild leader, but it could be chosen only once, like a guild name and a tag. After that it would appear in a guild hall and move around it. There already are rats and Oozes roaming around in Lion's Arch, Kamadan, and Kaineng Center, so why not there could be animals/creatures moving around in guild halls. Bring them on, please! :D And when a guild member would have been in a guild one year, that member would get that guild's mascot as a miniature pet (untradeable) and it could be activated even in PvP battles, at least in GvG battles ;) DoN 18:27, 24 March 2008 (UTC)
- .... no comment here. May I go and make the guild cheerleaders suggestion? File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 19:11, 24 March 2008 (UTC)
- I just thought it would be a funny thing, maybe not the best idea though xD And sure you can do that ;)DoN 19:27, 24 March 2008 (UTC)
- Just a thought, maybe an ability for a guild member to donate their pet to the guild, and then that pet could become the guild mascot. Then the pet would constantly run around the guild hall from then on. I feel like that would be really easy to program, and it could really add to the customizability of a guild hall. (Satanael 06:12, 25 March 2008 (UTC))
- I just thought it would be a funny thing, maybe not the best idea though xD And sure you can do that ;)DoN 19:27, 24 March 2008 (UTC)
Hey, that's a great idea! :D "ArenaNet is considering introducing a pet stable which will allow you to have multiple pets." If there really is going to be the pet stable, it could be in a guild hall :) Hmm, one problem would be that if there are many players in the guild... then what :p Maybe every player could see only their own pet stable + the mascot which, as you said would constantly run (or fly if it would be a flying pet) around the guild hall. That could work ;)DoN 12:59, 25 March 2008 (UTC)
Race specific attributes[edit]
I would like to see each race have its own race specific attribute tree. So the charr all get an attribute that only charr can get, just like the primary attribute now for professions. For charr skills in this attribute could use alot of fire , for norn skills of the norn attribute could increase weapon damage or armor.
Another part is to change a profession when used by a specific race. So a Human warrior can use weapons like swords and daggers with certain attributes while the norn warrior has axes and hammers with different attributes. That would mean human warriors would be more like agile assasins and norn warriors are more like the brute force warriors. And for rangers adding guns for the asuran and human rangers while the charr get crossbows and the norn get spears, all of those weapons have there own attribute tree with different skills. Brabbel 22:33, 24 March 2008 (UTC)
- I worry about how well it would end up being balanced. I just dont want to see 1000 norn Rangers, because they happen to have the best attribute for something.
I THINK that will be not the case. Every race will have its own ability and I make a guess Anet will create related skills to that ability. Norn will be able to shapeshift, but maybe there will be different shapeshift forms... like hunter form for ranger, or volatile form for Assassins (if there will be assassins...), and skills you can only use in shapeshift form or something. Charr, I THINK charr can be invisible for a while. THAT I am not sure either. I deduced this out of the cutscene in The Dawn of Rebellion. If it would be that way, they can connect several skills to it too. I think every race will have it's own avantages and desavantages to every profession. And Anet will have a hard time to balance the game, but it'll work out just fine so that your asuran ranger can do the same stuff as norn rangers but just in another way... Btw, I have this feeling professions will be racebound... And I don't think asuran will be ranger... Don't know thought. Spirit Of The Linx 15:02, 1 April 2008 (UTC)
i like the idea of having race specific attributes mostly because how else will you prolong the duration of bear form. so in the end, GW2 will probably make these races have professions of their own. asuran wouldnt be necromancer, maybe golem-ancer :P. while playing eotn i always thought the storyteller was a rit/monk type of class. basically what im saying is when you create a character you get that choice of pvp or pve, then instead of campaign choice, race choice. after that would be professions. although this sounds like a very unbalanced approach due to "norn rangers and better than human ones" concept. Another idea could be similar to titles, creating an additional primary attribute for a race that only rises with the title, by doing quests for that race and so on. (Zyko Wolfven 21:29, 1 April 2008 (UTC))
yeah, exactly what I meant :) There would be a balance too if, if you pick that profession, Anet would randomly pick a race. (like if norn, human, silvary and charr can be ranger, and you want to be ranger, Anet chooses the race.) Desavantage: you can't choose who you are, and I bet a LOT of people just start over again and again untill they get the wanted race :p but the AVANTAGE of it: there will not be HUNDRED of Sylvari out there (which I think will be the case) and 1 human guy who just picked the human race becoz no-one else did... I think Anet will never do this, becoz of the earlier mentioning of players whom will start over again becoz of the 'wrong' race, so it wont matter if they don't let the players choose... (if you get my point, coz i'm getting a bit confused of myself honestly) AND another idea :) Race bound titles sound like fun too :D Spirit Of The Linx 18:19, 2 April 2008 (UTC)
i don't think the "rolling" of a race will be welcomed by players, i think players would prefer to choose their own race. Also while thinking of my idea, i thought that this title/rank ability for races could only affect PVE not PVP making it completely balanced for players, but also creating diverse parties for the PVE world. say: Human Rank - Respond better to shouts. shout durations last 5% longer. something like that to give players a reason to choose a race over another. using this idea, you could make all races titles work well together making any race welcome in a party! (Zyko Wolfven 19:44, 2 April 2008 (UTC))
Some Unnamed Continents Already mentioned O,O[edit]
- Tyria (world) (Just in case Anyone Needs it.)
Ok This hit me a while back. IS it possible that some of the continents that are going to be in Guild Wars 2 already been mentioned to us. If You look at the Past Records of the Scribe you will notice he said some stuff found all over Tyria, Elona and Cantha were not native and came from a distant land. Possibly Describing the Continents Culture. I have a few here I found.
- June 15, 2006
- New Treasures on the Horizon?
- During my travels across Tyria and Cantha I have met many people. And while all have a calling of their own—be it soldier, merchant, mercenary, or scribe—each shares a deep appreciation for unique items.
- I recently received word—as yet confirmed—that adventurers have found a few items previously unknown to our world. It is unclear from where these items originated, but early reports state that they areof fine craftsmanship, and are unique in appearance. I have spoken with local blacksmiths and craftsmen in both Cantha and Tyria, and none of them will take credit for the creation of these new objects. So many questions come to mind: What are these wonderful items? Where did they come from? Why have they mysteriously arrived? Yet all of these questions are trivial when compared to the biggest question on everyone's mind: Where can they be found?
- One thing is certain: These items are very likely to become an object of great desire for collectors everywhere. Such treasures will no doubt catch a fine price for those lucky enough to find them, particularly while they remain elusive. If you are an adventurer looking for the latest in weaponry, or a trader looking to make a quick profit, you should keep your eyes open for these mysterious new wares.
- March 15, 2007
- Trinkets from a Distant Land
- A mysterious celebration from a far-off realm will influence our fine lands this weekend. Featuring iconic representations of strange quad-leafed plants, this holiday is unlike anything I have seen before. While I am uncertain what the holiday commemorates, it is clear the underlying themes are the color green and the zealous consumption of alcoholic beverages. Actually, many who celebrate this holiday in that distant land may not even know what they are celebrating, but that does not seem to stop them from having a good time!
- Perhaps stranger than the foliage-tinged festival itself was the source of my information. A man no taller than a dwarf, with hair as orange as an Ascalonian sunset and clothing greener than the Maguuma jungle approached me and said to expect a "bit o' fun" this weekend. He told me there is a strange force of magic at work which may produce unusual outcomes this weekend, and if an adventurer slays the enemies of Tyria, Cantha, or Elona, there is a chance the victor will be rewarded with a mysterious item from that miniscule messenger's homeland.
- When I asked about the nature of the items, my small friend merely winked and spoke of intoxicating pints of Shamrock Ale and unusual objects called "Four-Leaf Clovers," which he proclaimed would offer great benefits to an adventuring party, and perhaps even give those who use one an extra bit o' luck! In all honesty, I am not altogether certain the little man hadn't had a few pints already.
- And with that, the tiny traveler vanished, leaving me with etchings of the strange items he had mentioned. I have added these images within this scroll, so you may all decide for yourselves the veracity of his statements. Perhaps you might even be lucky enough to find some at this week's end.
- IMO:I think the Scribe assumes the Easter event items came from another land but he is not really clear but the scribe assumes that it came from a distant land also. Seeing this Another Continent may have a BIG BIG event like Winterday and Halloween but about Easter and St. Patties day which Elona, Tyria and Cantha dont know about.
- August 17, 2006
- New Weapons Reported
- An old friend who works at the Kaineng Docks shared some thrilling gossip with me. He overheard that a vessel carrying a shipment of weapons—of a type previously unseen on either continent—was en route to Cantha when an unknown force ambushed it. The brutal attack left neither cargo nor survivors behind. The weapons were stolen, along with the rest of the payload, and have apparently been sold to various groups and armies on mainland Cantha.
- The information is hazy, but early reports suggest the items were spread across the continent, and some have even made their way into the Underworld and Fissure of Woe. It seems whoever intercepted the shipment has no regard for the citizens of Cantha, for these miscreants have essentially armed some of the most villainous armies with powerful weapons to turn against the innocent.
- The Outcasts in the Jade Sea have been bragging about a new weapon they have acquired, though the type is unknown. Also, Wardens of the Echovald Forest were seen transporting what looked to be a large crate, suggesting they have acquired some of the plundered wares as well. Other weapons are apparently being sold off to individuals, rather than in bulk to a particular army, meaning we will find many of these new items in the clutches of random evildoers. Canthan officials thus far have found themselves unable to halt the distribution of these stolen goods.
- However, even in the darkest hour, there is always a shred of hope. These weapons could be liberated and turned against the very armies of evil that now wield them. The equipment would no doubt be of great value to both treasure seekers and soldiers. It would be most advantageous for you to hunt the beasts that now possess these items and augment your personal arsenal or sell the loot as you see fit. Canthan officials will not hold you accountable for possession or sale of the stolen artifacts, provided you were not part of the initial plot to steal them.
If you are fond of new and rare equipment, you would be wise to search for these new items soon. They are no doubt being distributed among the ranks of our most hated enemies as we speak, and we most likely will begin seeing them used against us within the next few days. May Dwayna protect you while you wrest the stolen items from these fiends, and may Balthazar strike down those who stand in your way!" I know there is some areas in Guild Wars they also mention something like this like Missions Quest and Ancient Stones etc. Also its a High possibility that Anet wont scrape the Utpoia Continent they were working on also. So there is MAYBE some info we already gotten on this and we just need to Look around. Hey I can't wait for a Continent just mainly based on the Irish xD Keep Looking for more things like these guys and post post POST. I think more mention about unnamed continents can be found in lore. --Mithos Agar 23:10, 25 March 2008 (UTC)
- Um you are joking right? These were all examples of different holiday events going on.
- Um Yea Duh u have any info that is not Holiday related post it....Also Did I say look in the Lore or Quest Descriptions for More limited info on unnamed Continents? And This is based off Speculation and putting 2 and 2 together. --Mithos Agar 23:57, 25 March 2008 (UTC)
- GW2 takes place hundreds of years in the future; unless the Asura have invented timetravel, items from GW2 wont be known about by anyone expect for the Gods! (Heil Kormir!) Xantalas 15:42, 26 March 2008 (UTC)
- ^ WTF what do u mean Gods and Asura? I mean that in GW right now there are continents that mentioned that have no name. I am wondering IF possible in GW2 they will revealed. Like the St. Patties day event the scribe did mention a distant land (possible unnamed continent) which their main culture is like Scottland and etc. etc. Or IF easter was the same thing, then a continent mostly focused on religion, (closely to Christianity.) Where did u get that timetravel and etc. etc. at Xantalas? --Mithos Agar 22:54, 26 March 2008 (UTC)
- I'm hoping to see what's beyond the continent of Tyria, Elona and Cantha. I'm sure there are other continents out there ready to be explorered! Renin 09:14, 27 March 2008 (UTC)
- http://www.pcgamer.com/archives/2007/09/92407_-_ultimat.html The Movement of the World A Guild Wars 2 History Lesson, by Ree Soesbee (http://www.learsfool.com/ "Author, Game Developer for Guild Wars, RPG & CCG designer and Queen of Fools" (i like red) I read the article again, and it basicaly proves me wrong. There IS a new continent on the world of Tyria. Its named Orr. Other than that we will see revamped versions of what we know. Same counts for the continents of Cantha and Elona that will probably be brought out same way as in GW1. But that's what i guess, not read anything about that other then formentioned article.Xantalas 18:30, 27 March 2008 (UTC)
- I'm hoping to see what's beyond the continent of Tyria, Elona and Cantha. I'm sure there are other continents out there ready to be explorered! Renin 09:14, 27 March 2008 (UTC)
Orr is part of Tyria which sunk Right after the Searing. Also the land to the east of Elona and Tyria wasn't reveled yet. And if you look at the PC gamer magazine at the GW 2 Logo thats one side of the world which Tyria is on. And then the land connected to Cantha. there might be more. --Mithos Agar 22:46, 27 March 2008 (UTC)
Mithos do you even know the world of GW's name is Tyria and ascalon, kryta etc. are part of an unnamed continent we just call continent of tyria and that Orr indeed is a continent which is mentioned like 10000x. So ever thought about that easter and st. patricks day all come from another world..? I mean there are portals to the rift and the rift has portals to ever world which includes our world ^^
- I doubt creatures in the rift celebrate it -,- it does state distant land. AND another world is out of the question GW is based off the medieval age. --Mithos Agar 11:38, 30 March 2008 (UTC)
- OK, we need to get re-orintated. Tyria has the three kingdoms, Kryta, Orr, and Ascalon. Orr sunk into the sea shortly after the searing. To the south of Tyria, through the crystal desert is Elona. Then to the west, across the ocean, is Cantha. But whats to the east of Tyria and Elona? I fyou look at both their maps, you'll see it cuts off on the eastern border. plus, i fyou read the page about the scrapped campaign four, Utpoia, all the way down in the bottom section it says that Prince Mehtu found an artifact from a distant land on the western coast. So, we now have 2 possibilities. 1: There is a new continent on teh eastern part of Tyria and Elona and the artifact was carried to elona by some ocean current, which isn't that crazy, I mean for the Nightfall campaign, if you went from Tyria you sailed all the way down to istan instead of vabbi of walking straight into the desolation. 2: there is a new continent across the ocean to the west that is not Cantha. Lord Zepherr 09:19, March 30, 2008 (UTC)
I Agree Anyway a world cant be a world with out a polar cap(s) so its possible for a South or North Pole frozen continent. Also Looking at the continents themselfs, The Jungle in Tyria looks like that could be located near the Equator of the World. I am not sure about Cantha yet though it does have another part of it missing and its really hard to tell where in the world it is located. Also For Cultures we no that Utopia is related to the Aztecs, Tyria is Medieval Europe, Elona is African and Cantha is Asian. Assuming to what the scribe posted there is a chance of a Scottish culture then for Easter...thats still a little cloudy. What else there is, still needs to be explored in the Guild Wars lore. Anyway if anyone wants to Look at the map Follow the Link Tyria (world) --Mithos Agar 05:20, 31 March 2008 (UTC)
Splitting PvE / PvP - skills[edit]
One of the many beefs that the PvE Vs PvP community has is the skills, probably is the main one. I would like to see Anet take this into serious consideration when it comes to programming the skill systems for Guild Wars 2. I would like to see PvE skills and PvP skill being spilt, to a certain extent. I'm not a programming wiz, I only have a basic understand of scripting yet I don't believe that its an impossible request (even for Guild Wars):
What would happen would be that skills will be recorded on two systems - PvE and PvP (PvE only Title skills on a another).
Unlocking skills for your account (either via PvE or PvP - Balthazar Npc) would record it on the two tracks, just as its recorded as a whole now.
When a PvE character enters a PvP zone the system would recognise this and require the player to use the unlocked skills for PvP (a simple toggled menu could appear in the Skill Menu) and a brief message could appear "You are now entering the Realm of the Gods, and they demand more.... blah blah blah ... PvE characters will have to use skills from the PvP menu, PvE skills are locked". The system could immediately replace the PvE skills with the PvP copies, and in reverse when exiting to a PvE zone.
Guild Halls, as they're a junction between PvE and PvP would not immediately require the player to change skills, a warning would appear for PvE'ers who haven't changed their skill sets when trying to enter a PvP match up.
This is not my most fleshed out idea, but meh, I'm sick at the moment, but would like to see some consideration for the PvE skill side of Guild Wars 2... 203.173.190.136 06:50, 26 March 2008 (UTC)
- Interesting idea, although I think it is unlikely to come about in GW2. The reason for this is two-fold. The first is that they have said they will do away with both the PVP dedicated characters and the skill unlocking system (for pvp) altogether. I'm not sure how this will work exactly, but something like your character will enter into a PVP area and immediately have access to all skills, max weapons, etc. or something like that.
- Second, the devs have stated that one of the things they don't like about GW1 is the huge divide between the PVP and PVE communities, and they want to bring the two closer together by making more bridges between the two types of play. Creating different skill sets for pvp versus pve would only accomplish the opposite of that
- On a related note, I think the idea that the devs seem to be pushing right now (if I'm reading the interviews, etc. correctly) is the idea of keeping a fewer number of skills available, and just making those skills more versatile. For example, in GW1, they provide us with hundreds of new skills every time there's a new expansion. In the long run, this just isn't feasible (skills become impossible to balance against each other, and you just simply run out of things to do with certain professions and/or you make them too versatile). In GW2, it seems like the number of skills may be reduced, but each skill will do something slightly different depending on the circumstances. For example, sending out a fireball from a standstill may cause the fireball to act more like Phoenix does now, and casting the same skill while running towards your target may cause a knockdown, or doing it while jumping may increase the skill's aoe. That way, we still have strategy in how we use the skills, but less so on what skills we use. (Satanael 08:35, 26 March 2008 (UTC))
- and splitting skills will just make either PvP and/or PvE more unwanted and have a greater divide from each other's groupie. I don't like the idea Renin 09:12, 27 March 2008 (UTC)
- "Second, the devs have stated that one of the things they don't like about GW1 is the huge divide between the PVP and PVE communities, and they want to bring the two closer together by making more bridges between the two types of play." Forcing players together only creates more friction, nothing else. The reason there is such a huge devide between PvP and PvE players is because they are forced together and trying to force them even closer will cause all hell to break loose. PvP players don't want PvE players telling them how to play the game or want skill to use or who to put on their team and the PvE players don't want PvP players dictating their play either. The only way to keep the two groups from killing each other is giving them completely sepereate skills and balancing PvP skills according to PvP only and PvE skills according to PvE only. With neither side having any control or say over the other's play they will be much happier. After all, GW has shown that forcing them to share skills is puching the two groups apart. GW2 needs seperate skills for PvP and PvE as well as Izzy for PvP skill balances and someone else for PvE skill balances. ~ Sabastian 04:26, 31 March 2008 (UTC)
- I agree with you, Sabastian, that Arenanet doing what it hopes to do its nothing more than creating more friction between the two factions. Hey, but its their game and they want to try and push the communities together without resolving the core difficulties I'll be sitting back with the popcorn watching Arenanet's profits drop off... 118.92.12.97 07:20, 31 March 2008 (UTC)
- Same here, and if they presist to stay on their current paths of forcing groups to not only interact but to have control over each others play (the skills balances for one affecting the other) then things arn't going to go well for ArenaNet. It's like forcing an overly Liberal Left Wing to stay in a cage with an overly zealous far Right Wing. The skills should stay seperate with seperate balancers and the only bridges between them should be things like Alliance Battles and Aspenwood that use the PvP skill side. If they don't seperate the PvP and PvE skills with their own balancers then much popcorn will be needed to watch the flame fest that will be caused from the sides forced together even more. ~ Sabastian 15:14, 31 March 2008 (UTC)
- A few comments: (1) having a separate balance for PvE and PvP is a good thing, but nothing stops you from having basically the same skills but balanced a bit differently. So if you unlock Splinter Weapon in PvE, it becomes available in PvP, even though it is balanced slightly different. (2) Bringing the two communities together doesn't mean forcing them together. There are plenty of PvE-only and PvP-only players, but there's also a lot of players who like to play both, or would play both if not for elitism or time requirements. AB is one good example where both types of players can join in and enjoy, which is also what I think they are going for with their casual PvP. (3) Balance is required, and any system will have its flaws. If they separate balance for PvE and PvP, then you'll see people ask for separate balance for RA, HA, GvG, HB, normal mode, hard mode, etc... Where will it stop? -- Alaris 15:34, 31 March 2008 (UTC)
- " Balance is required, and any system will have its flaws. If they separate balance for PvE and PvP, then you'll see people ask for separate balance for RA, HA, GvG, HB, normal mode, hard mode, etc... Where will it stop? " First, actual balance is required and seperating them makes that possible. Secondly, blance would be PvP and PvE. RA, HA, GvG, and HB are all PvP and thusly under the PvP balance as they are forms of PvP. Normal and Hard Mode are under the PvE balance as they are part of PvE. So the balancing and skills stops with PvP skills and PvE skills. Thats also assuming there will be those PvP arenas and the like as well. The arguement of yours that if they sepereate PvE and PvP balance, as PvE and PvP are completely different anyway, people will want skills and balances for each PvP and PvE is nothing but a poorly done StrawMan arguement.
- 1) If they are balanced differently then they are different skills and thats what people want. Look at all the useless skills and in some casses useless professions in the current GW. Thats a primary result of trying to balance each skill around two completely different game styles. 2) Making each group suffer and lose skills and having useless skills and way of playing because of the way one group uses the skills doesn't bring together. It only creates elitism for the group that affects the other one and constantly generates more hatred. So in trying to bring them together they are forced to deal with each other and thats is why we have such a flame fest between the two groups today. When PvP changes skills used in PvE there is always a flame fest and if PvE farming and bots lead to Protective Spirit getting nerfed to Target other ally and lasted 10 seconds then the PvP crowd would be overly pissy as well. 2.5) Players who like to play both can play both. When in PvP the skills list the PvP funtion and when in PvE they listed the PvE funtion or ArenaNet could simply make a PvP and a PvE panel of the skills so the players could more easily see how they funtion in each game style. In conclusion, in the end you can't nicely bring PvP and PvE together by forcing them to share the exact same skills like they tried in the current GW. The current GW shows how badly that idea failed and why seperating the skills for GW2 would be better. ~ Sabastian 17:23, 31 March 2008 (UTC)
- A few comments: (1) having a separate balance for PvE and PvP is a good thing, but nothing stops you from having basically the same skills but balanced a bit differently. So if you unlock Splinter Weapon in PvE, it becomes available in PvP, even though it is balanced slightly different. (2) Bringing the two communities together doesn't mean forcing them together. There are plenty of PvE-only and PvP-only players, but there's also a lot of players who like to play both, or would play both if not for elitism or time requirements. AB is one good example where both types of players can join in and enjoy, which is also what I think they are going for with their casual PvP. (3) Balance is required, and any system will have its flaws. If they separate balance for PvE and PvP, then you'll see people ask for separate balance for RA, HA, GvG, HB, normal mode, hard mode, etc... Where will it stop? -- Alaris 15:34, 31 March 2008 (UTC)
- Same here, and if they presist to stay on their current paths of forcing groups to not only interact but to have control over each others play (the skills balances for one affecting the other) then things arn't going to go well for ArenaNet. It's like forcing an overly Liberal Left Wing to stay in a cage with an overly zealous far Right Wing. The skills should stay seperate with seperate balancers and the only bridges between them should be things like Alliance Battles and Aspenwood that use the PvP skill side. If they don't seperate the PvP and PvE skills with their own balancers then much popcorn will be needed to watch the flame fest that will be caused from the sides forced together even more. ~ Sabastian 15:14, 31 March 2008 (UTC)
- I agree with you, Sabastian, that Arenanet doing what it hopes to do its nothing more than creating more friction between the two factions. Hey, but its their game and they want to try and push the communities together without resolving the core difficulties I'll be sitting back with the popcorn watching Arenanet's profits drop off... 118.92.12.97 07:20, 31 March 2008 (UTC)
- "Second, the devs have stated that one of the things they don't like about GW1 is the huge divide between the PVP and PVE communities, and they want to bring the two closer together by making more bridges between the two types of play." Forcing players together only creates more friction, nothing else. The reason there is such a huge devide between PvP and PvE players is because they are forced together and trying to force them even closer will cause all hell to break loose. PvP players don't want PvE players telling them how to play the game or want skill to use or who to put on their team and the PvE players don't want PvP players dictating their play either. The only way to keep the two groups from killing each other is giving them completely sepereate skills and balancing PvP skills according to PvP only and PvE skills according to PvE only. With neither side having any control or say over the other's play they will be much happier. After all, GW has shown that forcing them to share skills is puching the two groups apart. GW2 needs seperate skills for PvP and PvE as well as Izzy for PvP skill balances and someone else for PvE skill balances. ~ Sabastian 04:26, 31 March 2008 (UTC)
- and splitting skills will just make either PvP and/or PvE more unwanted and have a greater divide from each other's groupie. I don't like the idea Renin 09:12, 27 March 2008 (UTC)
I Win Command/Function[edit]
(Please read all first) We all know that some people want everything right now and will do real trading/leveling, get runners, use bots etc. I propose this to give them everything they cry and scream for and at the same time do absolutly nothing to the game economy or affect the game in any way apart from themselves. Make a 'I Win' Button (only when making a character) that does this.
- Gives you max level instantly.
- Gives you max money you can have.
- Gives you every max Weapon/Armour for the game for the character.
- Gives you access to every area in the game.
- Gives you max xp and skill points.
- Gives you max festive items.
- You can quest and mission but instead as soon as you initiate a quest/mission it auto completes instantly because you won all quests/missions already you don't need t0 do them or get any recognition, items, xp etc at all.
- Not allows you to trade with anyone, npc's, real players etc, lets face it you have won the game you don't need to trade.
- Not allows you to get any drop at all - As you already have everything.
- Not allows you to get any xp and skill points (instead gives 100% of what you would have gotten to people partying with you - you won the game you don't need xp or skill points.
- Doesn't allow any crafting or doing anything materialistic for anyone, you have won why do you need to craft earn or make things for others.
- Cant show your pets, you have won other people don't need to see what you have.
- Instead of titles and player points you are in your own category of 'I win' as to show how l337 you are and to not interfere with the listings and rankings of normal players.
- Because pvp is already a level playing field in gw1 there would be absolutely no advantage as you can currently get the pvp pack that unlocks everything.
- Player has a 'I Win' title and icon that is always showing and cant be removed, this is to let other players know you have won.
- You can only play with other 'I Win' players, as you all have won and are too good for the rest of us.
People will get soo bord having everything instantly with no effort they will not play the game anymore (freeing up server bandwidth) or play normally.
And it won't affect the game economy because they cant trade or do anything other than just play.
- I read everything, and I vote "no". Access to everything means they can team up with me in elite areas without having done anything, and pretend they're so leet. Besides, it would "cheapen" any kind of achievement, if you can't tell which are achieved and which were cheated. Besides, if getting what they want keeps them playing, it's part of the customer base. You can't just do away with that. -- Alaris 14:03, 26 March 2008 (UTC)
- Did you even read your suggestion before clicking on the 'Save Page' button? This is an absolute fail. --MageMontu 14:15, 26 March 2008 (UTC)
- What if they had some 'I Win' title or icon over there head or on there name that could never be removed on that character to see who had done the 'I Win' function that way you can avoid cheapos who activated the function. Lets face it if they had no interaction or standard game privileges and were instead buffing other players I think the person would feel crap about it and not want to have it. At lest its better than a level 3 total noob screaming for donations all the time , screaming for and has been run everywhere and is at fire island screaming for people to complete the game for them, with max amour a IDS and every skill being gifted skill points. Purpose of 'I Win' is to overload the screaming I want everything player soo much they get board and then don't want to play or end up wanting to play normally, It's like any game you give yourself everything instantly using cheats, map editing etc and you get board within a hour and just give up.
- Did you even read your suggestion before clicking on the 'Save Page' button? This is an absolute fail. --MageMontu 14:15, 26 March 2008 (UTC)
- Epic Fail! Imagine 7 'I Win!' dudes and me in one party! Powerlevel/items ftw! And see trade cluttered with. ""I Win" character does XP/item runs 5K per hour, payable to my regular char" Not to mention the scouting of hard area's without any real risk.Xantalas 15:53, 26 March 2008 (UTC)
- That could happen 'I win' saids pay my other char but remember gw2 is persistence hence no running it would just be power leveling - posted below by mendel to stop that 'I Win' can only party with 'I Win'.
- So all of the above respondees simply suggest that I Win! players simply can only party with other I Win! players! Great Idea! A more devious suggestion would be that anone who parties with them gets I Win! instantly themselves (after a suitable confirmation dialog).(mendel 84.128.186.230 16:58, 26 March 2008 (UTC))
- I think 'I Win' should only be made at character creation (unless its to stop more wingers what didn't choose 'I Win' to start with) and no trading or anything related to economy active, If you could get I win whats to stop people getting max level etc playing normally and all they need to buy and going 'I Win' We want to make players really hate getting everything and then change there attitudes, not want it more, That 'I win 'could only play by themselves even better idea - added it to the list.
- Bah. I say keep grind low, and don't give anyone that option. Also, I had an idea where you grind faster when you've already grinded on another character. That should be enough. -- Alaris 18:06, 26 March 2008 (UTC)
- All this would really do is disillusion a vast section of the PvE grinders. Not that that's necessarily a bad thing IMO, but I don't think ArenaNet is quite this cynical. -- Sirius (talk) 13:20, 27 March 2008 (UTC)
- Sorry, I'm on my first coffee... I didn't understand that. In my mind, there's some optimum between no-grind and too-much-grind, and ANet has tried different options and balances to try to find the right balance for our community. But one aspect that I feel has been neglected is players who prefer to play different characters. In this case, the grind multiplies by the number of characters you have, and becomes overwhelming quickly. My option above would reduce that. But the "I win" button would really cheat the whole concept of playing the game in the first place. -- Alaris 15:34, 27 March 2008 (UTC)
- All this would really do is disillusion a vast section of the PvE grinders. Not that that's necessarily a bad thing IMO, but I don't think ArenaNet is quite this cynical. -- Sirius (talk) 13:20, 27 March 2008 (UTC)
NO FRINING WAY
Id Like to See A Better Economy[edit]
Even though the game Runescpae sucks its has the best economy out of any MMORPG, so id like to see a MUCH IMPROVED economy for Guild Wars 2. Also it'd be sort of fun to have something like our Lottery (Win Cash/ Prizes through a random selection of drawings) User:Hotwc 00:17, 27 March 2008 (UTC)Hotwc
- I also like the idea of random prizes that you do nothing to earn :) every 10 minutes a random cahracter is picked (of those that are online) and given 100gold. Although this could severely unhinge the economy Hmm... i just want free cash is what it boils down to :) Crazy 10:26, 27 March 2008 (UTC)
- The idea is to stabilize the economy, not throw it out of whack. Anyway, another economy to consider is World of Warcraft's. Quest rewards are generally really good except they can't be traded since they bind (customize) on pickup. This prevents a flood of good equipment on Auction Houses like in Tabula Rasa's early days. The best weapons for some time are made by players and are bind-on-pickup dungeon loot in instances. There are also a few sets of bind-on-equip items that fetch high prices in the Auction House because they allow lazy people who have already grinded to higher levels on alternate characters to take the easy way out and play the game their way. Additional trading of cash comes from enchanters, the people who get the materials for enchanting an item (basically like a weapon upgrade, ex. sundering, fiery, vampiric in particular is a popular one in WoW). Also, there are jewelcrafters who can mod higher-end armor and make rings and trinkets that confer additional bonuses. These take ore and jewels which come from miners. Also, there are player armor crafters: cloth armors, leather armors, and mail/plate armors. These take cloth pieces, leather pieces which is skinned off of dead animals, and people who make higher-level armors use ore that was mined, just like the jewelcrafters. There are also other professions but I'm not going to get into them.
What keeps all of these player-made items in demand is that they are all bind on equip. This keeps the market demanding more continuously and sort of "employs" people to make more. It makes it lucrative even after the first few runs, particularly as more and more people pass by the level of items you're making. For example, let's say my level 30 warrior wants a ring that confers him +2 to axe damage. I'd have to ask that jewelcrafter to make it for me. Then, for about the next 10 levels, I'd be set. When I hit level 40, I ask another jewelcrafter once more to make a ring that confers +3 to axe damage instead of +2 and merch the other one. This continuous demand is what keeps the WoW economy going and the lack of it is what destroyed the Guild Wars economy as time passed by.
Of course, if you want really hardcore economics, look at EVE Online but that's not well-suited to casual play. Grinch Socks for Freedom of Speech 11:22, 27 March 2008 (UTC)
- The idea is to stabilize the economy, not throw it out of whack. Anyway, another economy to consider is World of Warcraft's. Quest rewards are generally really good except they can't be traded since they bind (customize) on pickup. This prevents a flood of good equipment on Auction Houses like in Tabula Rasa's early days. The best weapons for some time are made by players and are bind-on-pickup dungeon loot in instances. There are also a few sets of bind-on-equip items that fetch high prices in the Auction House because they allow lazy people who have already grinded to higher levels on alternate characters to take the easy way out and play the game their way. Additional trading of cash comes from enchanters, the people who get the materials for enchanting an item (basically like a weapon upgrade, ex. sundering, fiery, vampiric in particular is a popular one in WoW). Also, there are jewelcrafters who can mod higher-end armor and make rings and trinkets that confer additional bonuses. These take ore and jewels which come from miners. Also, there are player armor crafters: cloth armors, leather armors, and mail/plate armors. These take cloth pieces, leather pieces which is skinned off of dead animals, and people who make higher-level armors use ore that was mined, just like the jewelcrafters. There are also other professions but I'm not going to get into them.
- Runescape slaughtered their economy with the grand exchange and then the trade limits. Please, please don't tell Arenanet to go down the same suicidal road Runescape did. If I heard even a hint that GW2 had an economy system like Runescape I'd boycott it.--Eldris 01:59, 1 April 2008 (UTC)
jobs & personal player cities[edit]
I think there should be jobs like (sugestions go here)
- soldier
- spy
- artisan
- engineer
- hunter
- surveyer
- bodyguard miner
- blacksmith
- sports
- servant
- scribe
- mayor (mentioned in my next subject)
- die maker
- royal pet tamer(u just tame pets and give them to the mayor)
the profesions are great in gw and there are a probably even mor great ones in gw2 but lets face it you need more no not profesions but jobs as a way to earn extra cash and you being able to create your own custom armor inatead of paying over 100k to buy your own they can also help you on quest like if a quest giver wants 4 hunks of skale meat you can kill a skale gut it with the hunting skill and get your loot making quest like that twice the fun and adventure on to player cities as i stated in my last post id like to see houses in gw2 and even better leting players start there own sities by puting houses called "town halls" in the game and leting and leting other people consolt with the mayor (the person who bought the town hall) and ask persmision to build a house the limits (the area around the town hall that you move in to become a citizen) and also the more houses that move in are increase the maximum limit of the the town until the city get to big ther should also be a way to decarae your houses and cities with stuf from you special decoration chest in your town hall or just put extra stuff from your invitory in your house and you can buy the decorations from decoration venders and my other job idea artisans can create decorations. also cities should be able to make there own holidays or festivals i sugest instead of guild halls guild cities --The preceding unsigned comment was added by User:65.127.140.217 (talk).
mounts[edit]
i think ther should be mounts that you buy from a stablemaster so there would be faster exploring and faster combat in missions. i also think making mounts abalable to the lower level charictors so every can injoy them unlike in WoW they make it so you have to be atleast lvl 50 to ride mounts i recomend the minimum lvl should be 7
the types of mounts id like to see in the game are (put sugestions here)
- Rotscale
- Small Riding Dragon
- Giant Eagle
- "Pegusus" (winged horse)
- Horse
- Unicorn (horned horse)
- Cow
- Bull
- Giant Lynx
- Giant Lion
- Giant Wolf
- Giant Cayote
- Giant Fox
- Donkey
- Camel
- Elementle Beast (Equestraine looking animals that have elementle charictoristics of the element that they a called)
- Charr Riding beast(any way you want to make several diferant mounts sutible for the charr
- Asouran flying contraption
- Asauran riding contaption
- Elephant
- Hippopotamus
- Tyrannus
- Giant Raptor
i sugest diforent types of horses like the mustang and stalions or any other horse i cant think of right now --The preceding unsigned comment was added by User:65.127.140.217 (talk).
- erm.....WoW? Seriously, they might be useful if we have persistent areas (which is likely), but it reminds me too much of WoW. If we have instanced areas like we do now, they will be next to useless, what with map travel and all--Raph Talky 13:22, 29 March 2008 (UTC)
- Yep main part of GW2 is persistence but with fast travel also and instances missions so kinda like oblivion for the most part.
- Then wha tif they become neccesity items? Think of it, there's a town you can't get to because it's surrounded by loose sand that you're too heavy to walk in without sinking..you get a camel and viola, you ride him to the town, or whatever objective you need to get to. And instead of charming and realeasing multitudes of mounts, what if there's a station posted byt towns that will offer you to store your mount, like a xunlia chest, but it only has the area specific animals, desert = camel post, cliff = griffon post, etc. but they only work when you've charmed said animal and put him into said storage post. Lord Zepherr 01:53, March 30, 2008 (UTC)
I once played Wow for about 2 weeks (trial) and found a ton of lvl 70s riding some aweosme mounts, they can even fly. But, what if in GW2, since we can get such high levels to get a certain number of Beast MAstery points, or something mastery for each profession that we can actually ride our pets... BUT, only in certain areas. Never in towns, certain explorable areas or parts of a mission where if there's no NPC's quests, or enemies we can ride the pets to go a little faster, or for maybe certain quests we need to ride our pets to help an NPC who's stuckh in Quicksand, or maybe we need to use them to travel up stream if we can't make it by waklking.--FireTock 02:20, 1 April 2008 (UTC)
Fire, I like that idea... really!Spirit Of The Linx 15:09, 1 April 2008 (UTC)
I've been thinking on this for a while and I suggest creating a profession in the human race, capable of riding a mount, called the Knight. The attributes could inlude:
- Lance Mastery (weapons and skills most effective while on a mount)
- Sword mastery (weapons effective on or off a mount, so as to avoid single-track builds)
- Husbandry (skills based on keeping your mount healthy, and allowing your mount to attack with/for you)
- First-profession specific "Gallantry" (skills based on dealing extra damage with any melee weapon. This attribute could also have an inherent effect of a 2% bonus attack speed per level in Gallantry)
I think it would be best if the only mount available to a Knight would be a horse, as this is the custom mount for humans in real life. I also think the mount should share damage, or sorts, with the Knight. If the Knight reaches, say, 20% health, the s/he fall off their horse an must use the skill "Mount" to summon the horse back and remount. The casting time of "Mount", and even the health level at which the Knight falls off, could be affected by levels in Husbandry. Well, that's about it. Cheers. -Severona (April 2 '08)
- I think what would be better is to raise a pet from birth to adult hood and when its a adult u can ride it as a mount, then when its a baby it can act like a mini pet and etc. etc. --Mithos Agar 22:50, 1 April 2008 (UTC)
I really like that idea from Mithos Agar just above, maybe it will grow the same way a current ranger pet levels, getting bigger as it gains experience while following you, and I agree with that growth too: Just a baby following -> Useable like a fairly weak ranger pet for a while-> Mount getting faster as it grows bigger, or even transforming your skill bar completely like the Junundu or the siege devourer in GW1 (of course not as over powered as those but i think u get the idea) Ollyjuice 09:42, 3 April 2008 (UTC)
A Few Key things and some minor things that should be Added (April 2)[edit]
- 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
last edit before replying to replies:
- the current currency system does NOT match your time frame, its gold and than platinum...
- --71.100.161.193 23:57, 2 April 2008 (UTC)
ASSASSINS (April 3rd)[edit]
Ok, from what i understand all we have heard about the GW 2 proffesions is that they will keep the basic core proffesions, I do not know if this literally means the core profecies proffesions or whether they are keeping some other ones, but i think it would be great if the Assassin class could be kept. I know alot of people dislike them, but if you play them well they are fantastic. Also i think in some shape or form the paragon and ritualist would be worthwhile saving as well as they are also very unique and interesting classes. Ollyjuice 09:31, 3 April 2008 (UTC)
No Proffesions[edit]
What if we abandoned picking a profession. Like in Oblivion where u choose ur major skills and got better by using them. But instead of choosing them u found a trainer/teacher and worked with/for them to learn the skills and attributes. And u could talk to all of them with one character but the more you learn from them the better u get at that one skill. Like a trainer. So you could train with all of them but not be very good with all of them or you could trian in a few fields and become a expert with them. Let me know what you think.
How about actually making it skill based?[edit]
Let's be honest, Guild Wars isn't skill based. It's picking the right build off of PvX wiki. PvE is still grinding, titles are for those who like to grind 24/7. PvP is the same; take a build and copy it. Make this what the original was SUPPOSED to be. When it comes down to it, your gear and build are all that matters. That's not skill.
Environmental/Weather (April 7th)[edit]
- - Dawn, Dusk, Night and Day cycles.
- - Spawns added based on certain cycles (like nighttime: adding more monsters -- wolves, etc).
- - Chance for Avalanche and Mudslides in explorables when near cliffs and bluffs.
- - Increased chance for Avalanche and Mudslides in explorables when near cliffs and bluffs when in combat.
- - Weather effects that cause effects. Rain reduces visibility, freezing rain in cold environments reduces movement speed slightly, lightning based skills enhanced by rain. Many possible combinations here.
- - Quicksand: Player will sink until death if he/she does not continue moving through it.
- - Environment Damage from skills such as trees potentially catching fire from fire skills, or suddenly blooming vibrantly when an aoe heal is cast. Many possible combinations here.
Hadder 09:03, 7 April 2008 (UTC)
Remove Map Travel[edit]
Map travel is really conveanent and I realise that it makes how much more difficult the game would be without it but, it really takes away from the enviorment and distance of the game. I could understand traveling to major cities but when you can travel to every spot it really takes away from the experience. Impliment horses or some other may to travel quickly over land.
Grim Reapers[edit]
I've been thinking about what I expected from GW 1 and its expansions and I keep coming back to the same thot. Why aren't they guys with the syths evil or dark like the grim reaper. I thot they would be like the necro when i first saw them. In GW 2 could they have turned away from being holy warriors from some dramatic incident and start praising Grenth. I mean after a couple hundred years they could even be his personal guard or collector of souls.
houses & crafting skills[edit]
i think tere should be option to build houses wich can also add on to the crafting skills for example you have you have to have a 97 construction to be able to build a stone cotage or you need 60 hunting to be able to skin and gut that devourer --The preceding unsigned comment was added by User:65.127.140.217 (talk).
- This isn't runescape m8.. --The preceding unsigned comment was added by User:86.82.252.129 (talk).
It would be nice to buy a house... -Lu Sen
- Bring forth the torches and pitch forks, we have a grind demon on our hands. No really, no RuneScape suggestions here. For one Construction and Houses was an epic fail in RS, we already have buyable guildhalls you can outfit as a guild. Secondly getting a skin of any quality from a single monster as some kind of guaranteed drop will automatically make it so u need x10 amounts of skins for armor or items, then when it was a random drop. Gw is not item based and does not have grinding skills apart from titles. Biz 09:45, 7 April 2008 (UTC)
- Housing would be fine as long as it's instanced like guild halls or the player houses in Final Fantasy XI. As for tradeskills, I don't have anything against tradeskills in general, but I don't think they have a place in Guild Wars. -- Gordon Ecker 10:50, 7 April 2008 (UTC)
- In keeping with Guild Wars' "low time-sink" model, I would avoid the building/skills portion of this suggestion. However, I would love to see houses or halls that are more customizable to the player or guild. I see this as a place where you can keep your pet stable and add additional storage similar to the bank in WoW. Maybe the Hall of Monuments can serve this purpose. Really, I just think it would be cool to be able to buy more storage space by buying a bigger house. I mean, don't true delvers and adventurers deserve a place to hold their horde? :)
- Houses for individual characters or preferrably for your family (ie. your account) could work if implemented similiarly as the Hall of Monuments. A personal house would work as a good gold sink and could also include useful features. -- (gem / talk) 22:29, 7 April 2008 (UTC)
- Something to keep in mind for housing is the social aspect. Make it so other players can visit your house to look at your aesthetic sense. Ala PSU or PS3's Home. 65.220.90.243 14:53, 11 April 2008 (UTC)
jobs & personal player cities[edit]
I think there should be jobs like (sugestions go here)
- soldier
- spy
- artisan
- engineer
- hunter
- surveyer
- bodyguard miner
- blacksmith
- sports
- servant
- scribe
- mayor (mentioned in my next subject)
- die maker
- royal pet tamer(u just tame pets and give them to the mayor)
- jeweler(mine and craft jewels into jewelery)
the profesions are great in gw and there are a probably even mor great ones in gw2 but lets face it you need more no not profesions but jobs as a way to earn extra cash and you being able to create your own custom armor inatead of paying over 100k to buy your own they can also help you on quest like if a quest giver wants 4 hunks of skale meat you can kill a skale gut it with the hunting skill and get your loot making quest like that twice the fun and adventure on to player cities as i stated in my last post id like to see houses in gw2 and even better leting players start there own sities by puting houses called "town halls" in the game and leting and leting other people consolt with the mayor (the person who bought the town hall) and ask persmision to build a house the limits (the area around the town hall that you move in to become a citizen) and also the more houses that move in are increase the maximum limit of the the town until the city get to big ther should also be a way to decarae your houses and cities with stuf from you special decoration chest in your town hall or just put extra stuff from your invitory in your house and you can buy the decorations from decoration venders and my other job idea artisans can create decorations. also cities should be able to make there own holidays or festivals i sugest instead of guild halls guild cities --The preceding unsigned comment was added by User:65.127.140.217 (talk).
I think there should also be an assassin job, assassinating people, with like crfty techniques of like putting rat poson in som1s wine at a banquet or somthing! I think this would be fun :)Elcaron The Wise 10:00, 3 April 2008 (UTC) actaully how about killing other players i mean like perhaps highway robbery to steal a nice weapon a low lvl charachter stubled upon? (Ashton - talk - contribs) 16:18, 3 April 2008 (UTC)
Sweet this sound great yea but the jobs shouls tie into the profesion of choice (ranger/animal care taker) (mesmer/actor)
I agree there should be class's other then total combat ones like hunter soldier but not actor and such that would be kinda stupid for GW2 i do hope they make non-combat class's though. neko 20:56, 7 April 2008 (UTC)
- I do not agree with this idea. Doing this just makes Guild Wars like yet another lame spin off of something like WoW with that games professions. DoNOTmake Guild Wars like WoW. I agree, the additional way of making money besides farming etc. would be nice, but making that into something like a profession which so far seems similar to WoW would be really lame in my opinion. The Cabal 20:27, 8 April 2008 (UTC)
Making guild wars like every other MMORPG that has ever been made completely ruins the point of MAKING GUILD WARS. If the game is not creative in techniques it'll just be another WoW(by the way I hate WoW) --higgin3 22:05, 8 April 2008 (UTC)
- You guys need to MERGE these jobs, because 20 jobs that could all go together will just be bad
mounts[edit]
i think ther should be mounts that you buy from a stablemaster so there would be faster exploring and faster combat in missions. i also think making mounts abalable to the lower level charictors so every can injoy them unlike in WoW they make it so you have to be atleast lvl 50 to ride mounts i recomend the minimum lvl should be 7
the types of mounts id like to see in the game are (put sugestions here)
- Rotscale
- Grasping darkness
- Small Riding Dragon
- Giant Eagle
- "Pegusus" (winged horse)
- Horse
- Unicorn (horned horse)
- Cow
- Bull
- Giant Lynx
- Giant Lion
- Giant Wolf
- Giant Cayote
- Giant Fox
- Donkey
- Camel
- Elementle Beast (Equestraine looking animals that have elementle charictoristics of the element that they a called)
- Charr Riding beast(any way you want to make several diferant mounts sutible for the charr
- Asuran flying contraption
- Asuran riding contraption
- Elephant
- Hippopotamus
- Tyrannus
- Giant Raptor
- Cerbus (three headed dog0
- Aatxe (Now THAT would ROCK.. an Asura ontop of an Aatxe =)
i sugest diforent types of horses like the mustang and stalions or any other horse i cant think of right now --The preceding unsigned comment was added by User:65.127.140.217 (talk).
- erm.....WoW? Seriously, they might be useful if we have persistent areas (which is likely), but it reminds me too much of WoW. If we have instanced areas like we do now, they will be next to useless, what with map travel and all--Raph Talky 13:22, 29 March 2008 (UTC)
- Yep main part of GW2 is persistence but with fast travel also and instances missions so kinda like oblivion for the most part.
- Then wha tif they become neccesity items? Think of it, there's a town you can't get to because it's surrounded by loose sand that you're too heavy to walk in without sinking..you get a camel and viola, you ride him to the town, or whatever objective you need to get to. And instead of charming and realeasing multitudes of mounts, what if there's a station posted byt towns that will offer you to store your mount, like a xunlia chest, but it only has the area specific animals, desert = camel post, cliff = griffon post, etc. but they only work when you've charmed said animal and put him into said storage post. Lord Zepherr 01:53, March 30, 2008 (UTC)
I once played Wow for about 2 weeks (trial) and found a ton of lvl 70s riding some aweosme mounts, they can even fly. But, what if in GW2, since we can get such high levels to get a certain number of Beast MAstery points, or something mastery for each profession that we can actually ride our pets... BUT, only in certain areas. Never in towns, certain explorable areas or parts of a mission where if there's no NPC's quests, or enemies we can ride the pets to go a little faster, or for maybe certain quests we need to ride our pets to help an NPC who's stuckh in Quicksand, or maybe we need to use them to travel up stream if we can't make it by waklking.--FireTock 02:20, 1 April 2008 (UTC)
Fire, I like that idea... really!Spirit Of The Linx 15:09, 1 April 2008 (UTC)
I've been thinking on this for a while and I suggest creating a profession in the human race, capable of riding a mount, called the Knight. The attributes could inlude:
- Lance Mastery (weapons and skills most effective while on a mount)
- Sword mastery (weapons effective on or off a mount, so as to avoid single-track builds)
- Husbandry (skills based on keeping your mount healthy, and allowing your mount to attack with/for you)
- First-profession specific "Gallantry" (skills based on dealing extra damage with any melee weapon. This attribute could also have an inherent effect of a 2% bonus attack speed per level in Gallantry)
I think it would be best if the only mount available to a Knight would be a horse, as this is the custom mount for humans in real life. I also think the mount should share damage, or sorts, with the Knight. If the Knight reaches, say, 20% health, the s/he fall off their horse an must use the skill "Mount" to summon the horse back and remount. The casting time of "Mount", and even the health level at which the Knight falls off, could be affected by levels in Husbandry. Well, that's about it. Cheers. -Severona (April 2 '08)
- I think what would be better is to raise a pet from birth to adult hood and when its a adult u can ride it as a mount, then when its a baby it can act like a mini pet and etc. etc. --Mithos Agar 22:50, 1 April 2008 (UTC)
- Yet again again, This is not WoW people we can map travel instead of having mounts. Also people with lives outside of school and video games would not find the, taking forever to get somewhere feature all that pleasing.GRRRRRRRR!!! MOUNTS=Idiocy -- Ninja Dragon 07:28, 3 April 2008 (UTC)
- Ninja Dragon play Oblivion it has both and does it really well, then if you play that game and find that mounts sucks then you can come back, Remember mounts speed up your movements like 3 to 5 times faster than your normal walking speed, it does not make you move slower like you are suggesting if it did we wouldn't be asking for it. Mounts work while you are in between map travel points meaning (Aka Cities) and Anet have said already that 'MAP TRAVEL IS STAYING' We want mounts in addition to map travel not as a replacement. You have said you don't have time to get places because of your busy life and this is where mounts come in because you map to the closest map travel point to where you are going and then mount it the rest of the way at 3x-5x walking speed, saving you a extra 10-15 mins or more that you would have had to walk at 1.0 speed. Also I'm absolutely sure there won't be map travel to the direct grid position that you want to go. 122.109.43.82 09:52, 6 April 2008 (UTC)
- Yet again again, This is not WoW people we can map travel instead of having mounts. Also people with lives outside of school and video games would not find the, taking forever to get somewhere feature all that pleasing.GRRRRRRRR!!! MOUNTS=Idiocy -- Ninja Dragon 07:28, 3 April 2008 (UTC)
- I like the idea for mounts to be tied to a profession and not be just about faster transportation. Sort of like a variation of ranger only you ride on the mount instead of having the pet by your side. Riding the mount would grant some kind of combat modifier. If there happen to be transportation modifiers, I don't see it as a big issue as people already use necromancer and assassin skills as secondary professions for the teleport abilities. -- 65.220.90.243 15:01, 11 April 2008 (UTC)
- I think what would be better is to raise a pet from birth to adult hood and when its a adult u can ride it as a mount, then when its a baby it can act like a mini pet and etc. etc. --Mithos Agar 22:50, 1 April 2008 (UTC)
We forget that we already have 2 mounts. Siege Devourer and the Junundu. I think seen the succes of those 2, Anet will prolly consider to put some similar mounts in GW2. Maybe mounts you can choose yourself, but that are areabound. And not focused on traveling but more on fighting. Like maybe we could 'buy' a wurm-egg or something, let it hatch et cetera et cetera, and we can only use it in places like sulfurious wastes. Or the earlier mentioned tigers, which you should buy as a cub and that you can only use in places like the maguuma jungle. Still you need stables for that to store them all unless you put in a system of 1 mount/ character, which would kind of suck... So you can put in a system too where you have to capture a special kind of tiger (like you need to capture the siege devourer) before you can ride it and which would disappear as soon enter another area or outpost. I have to say that I like the idea of Mithos Agar. Pet-Mounts...Malificent Nameless One Of Mansalya 09:48, 3 April 2008 (UTC)
- Mounts would be good if the maps become laaaarger than ever.. maybe they use mounts for only some specifics areas or to some siege things (would be great to make a batle with 2 teams of mounted players in a biiig arena). What i do not want si ppl in the town showing her mounts like her new cars.. And in your list i dont see my MOA!!! (they remember me chocoboo waayy too much) Kioga 15:09, 3 April 2008 (UTC)
Lol at rotscale O.o that would be a really big mount. And I remember WoW making the minimum, lvl 40, not 50. 65.34.193.183 19:13, 3 April 2008 (UTC)
What if mounts have certain uses. Like along with your transporation in the persisten areas, what about siege weapons in The Mists? Like you can ride your elephant to bombard a base, or kite a few guys on your tail. What about mounts that can swim? In wow mounts automatically disappear as soon as you hit the water, i wanna see my tiger do the doggy paddle in the water hahah. Darkshadow 10:29, 6, April 2008 (UTC)
wearable loot amor[edit]
i think you should beable to wear the armor droped by monters and enemies also id like to beable to craft my own armor --The preceding unsigned comment was added by User:65.127.140.217 (talk).
- Yes, I too would love to wear drool covered, half eaten armor o.O 118.92.12.97 00:19, 29 March 2008 (UTC)
- That's also been slashed, burnt, broken and is now covered in blood. Crafting your own armor would ruin the economy (why spend 75k on a new set when I can make my own) and cause alot of lag due to the server runing low on memory.
- I'm quite sure the whole idea of customized armor is that you shouldn't ever see a level 1 starting to play in max armor. Never mind that this is possible trough running. Not to mention that if you were forced to find armor you would need to spend days or weeks killing high level monsters or pay just that 75k to a player... who can just as well scam you. I'm sure you wouldn't want that. Biz 09:57, 7 April 2008 (UTC)
What's wrong with having both loot armor and city buyable armor? I think that would be really awesome...--higgin3 21:49, 8 April 2008 (UTC)
i agree with higgins on the armor thing. one of the things i like about wow was the varity of the armor. And being able to wear dropped armor would not ruin the economy. ppls will still have the option to purchase armor cuz they dont want to take the time to piece it together or make it themselves. as for the commment about a lv 1 char running around with max armor.... if you haven't seen it some ppls will charge newbie's to run them into a higher lv area to get higher armor. point is if they did bring this system into use it would make the char that much more custumizable to the ppl than before and thats not to say that they wouldn't make it so the bought armor would be sweeter than the dropped aromer or the cafted stuff. and have better stat's. maybe they could even do it where some armor is usable and some isn't71.229.193.97 14:34, 12 April 2008 (UTC)sai baku
Customize Your Weapons/Armors[edit]
In GW1 the only way you can custimize items is using dye, now that dosnt rly make your character uniqe and stand out. My suggestion is to custimize your weapons/armors with other items in game. Examples;
1)I Can ingrave my guild logo on a shield or other weps. Maybe add a miniature logo on the front of your armor.
2)(Shall by using GW1 as an example) Say if im wearing Warrior Elite Dragon armor, now the design of it has 2 eyes on the front, now with custimization i could put some rubies in place of the eyes or 1 with a ruby and the other with a sapphire.
3)And for weps, maybe for an extra 10 wood planks i can add a spike or create my own design to the weapon by using woodplanks or other materials.
Only idea at the moment :), Cheers :D DazUltra 21:04, 28 March 2008 (UTC)
- I agree that some small degree of exta customizaton of armor would be nice. Having people craft thier own armor as some people have suggested would probably be too much, but a few options here and there would be nice. I especially like the idea of putting the guild logo on it. For example, the warrior templar armor have a big symbol on the chest - there is no reason this could not be replaced with whatever is on the guild cape at the curent time. Ashes Of Doom 21:36, 28 March 2008 (UTC)
an easy way to do that would probably just make it so upgrade components modify the appearence of the weapon and for armor have like a designated spot for guild emblems somewhat like in halo, for example replace the pig head on droks armor with a guild emblem, but then theirs always the capes.
or make the end-game weapon traders like the guild cape crafters - (using a sword as an example) where you can choose a hilt design, blade design, and special effect/animation. this might prevent the end-game weps from becoming stale after a lot of people have finished the games. the aesthetics of the weapons don't have to have any tie to the function, except maybe the damage type.--The preceding unsigned comment was added by User:141.54.164.71 (talk).
I think one of the major things that would help create vastly differing looks for each character would be having three layers of dyeable materials on armor. On Templar armor, for example, we can currently dye the shoulders, breast and back, and chainmail in one swoop. I think if we could make it so one dye affects, say, the shoulders and chainmail, one affects the breast and back, and one affects the area currently unchangeable by dyes, this would allow HUGE differences between characters, without creating a huge loading time. -Severona (March 2 '08)
- i would like to see really customizable armors.. and i mean armors whit customizable slots (i know its a frikin crazy idea) where i can put some trophies droped by the monster i slay. The actual charr armor cuald be a good example, Why in hell i have an armor with a dead charr head if i never kill one!! things like "hunt the big charr to have your head and make a helmet!" (plus materials, money and artisan) would be a nice adition. Or a standard armor with slots where you can put some "Topaz Crests" on the shoulders or some "mursat tokens" on my breast plate, or some rotscale wings on my bow.. Kioga 15:29, 3 April 2008 (UTC)
In continuation to what kioga said, I think it would be awesome if players could collect pieces of things like blades, skins, pommels, etc. and literally mold their own unique weapon/ shield. It would add a lot to the drops like shadow remains if you could make them into a shadow blade and combine it with a (just as an example) plagueborn pommel. Same would go for the armor. If you find a head or something(nothing comes to mind right now) you should be able to combine different items that are pieces of wild monsters to make a completely personalized armor that would virtually be your own.(I don't have a signature)
Team formations in battles[edit]
Hi there! A thing that came to my mind that would be quite unique is to be able to use formations. Think when in team in PvP or PvE you form a formation that gives bonuses vs a type of an enemy's attack. How this would work technically I don't know but perhaps if the team leader calls the specific formation and the teammembers agrees to it, then the team assembles and creates the formation. Some limits like everyone that the teamleader chooses to create the formation must accept and be close enough.
Just think of the formation kinds that could be used, like "circle protect" where the strong tanks form a circle to protect weak spellcaster and so on. You can easy get inspiration by watching ancient/medieval army battle movies (Gladiator, Braveheart, Alexander) or seek inspiration from RTS games like the Total War series.
Other ideas I had in mind was already mentioned earlier, but I think the formation idea was quite unique.... --The preceding unsigned comment was added by User:213.200.167.239 (talk).
- I think that this is a good idea, it could be an emote like you type in "/formation1" or something like that, this would be fun in PVP and even in PVE in dificult missions or areas with large powerful mobs!Elcaron The Wise 09:43, 3 April 2008 (UTC)
It would be cool if, not only ways to surround enemies, you could make formations using your shield or weapons as barriers or something. One example of this is the Roman turtle. Things like that.
No more Skill trainer[edit]
Quick suggestion (or feeling ?) : Learning skills through quests is more interesting (and fun !!) than just go shopping ... Just keep the trainer for the Signet of Capture. It will be fine. Yogi 01:03, 29 March 2008 (UTC)
- I think either way is boring. The quests in guild wars arent that fun and interesting. i just do them for money. and the trainer is just like a shop. not interesting either.
- they should come up a new way with skills. LIKE MORE ANIMATIONS, not just some icon popped out. for example, for dragon slash, i would like to see a yellow glow or a yellow mist sourrounds my sword that look like a dragon or something. --The preceding unsigned comment was added by User:67.66.51.15 (talk).
- Huh do you like this game ??
- Sorry I don't understand what animations have to do with Skill Trainers, it's out of scope :) --The preceding unsigned comment was added by User:82.238.130.175 (talk).
- I think it is a good idea to keep some skills with skill trainers, but have a special kind of quest for other skills, not just your typical "obtain this, kill that, go here" quest. Perhaps something along hte lines of somehow "crafting" the skill out of magic (no material requirment!!!) or at a guru's "skill temple" (would be in an explorable area away from cities and towns, giving it a sancuary and away from crowd feel) where you do a series of tasks around the temple, building knowledge of the skill untill you learn it. (no boring tasks like washing the ground!!!) --Elven Chaos 19:22, 29 March 2008 (UTC)
- i agree with elven chaos. i hate boring quests.
- What about Learning from books making them etc that all would really do well with me.
- More quests that involve you learning from doing vs getting gold and buying... give us content for the love of.... 118.92.12.97 07:22, 31 March 2008 (UTC)
- What about Learning from books making them etc that all would really do well with me.
- i agree with elven chaos. i hate boring quests.
- I think it is a good idea to keep some skills with skill trainers, but have a special kind of quest for other skills, not just your typical "obtain this, kill that, go here" quest. Perhaps something along hte lines of somehow "crafting" the skill out of magic (no material requirment!!!) or at a guru's "skill temple" (would be in an explorable area away from cities and towns, giving it a sancuary and away from crowd feel) where you do a series of tasks around the temple, building knowledge of the skill untill you learn it. (no boring tasks like washing the ground!!!) --Elven Chaos 19:22, 29 March 2008 (UTC)
- What if all was skill capture? Cheap sigil, and go hunt some monster and learn her moves too!. In the GW beta the skill where learned from gems.. and was not so good. Kioga 15:37, 3 April 2008 (UTC)
- Why not making it possible to capture a skill from friends/allies/"teachers"/gurus after you've observed them using it (maybe under some special circumstances like a quest)--TBA66 22:17, 3 April 2008 (UTC)
- What if all was skill capture? Cheap sigil, and go hunt some monster and learn her moves too!. In the GW beta the skill where learned from gems.. and was not so good. Kioga 15:37, 3 April 2008 (UTC)
- or getting ur skills the same way elementalist aziure get ward against harm in pre-searing during tht 1 quest.
- Maybe a special skill/item that you can activate to "observe" a monster use a skill, and learn it that way.--Ryudo 23:04, 3 April 2008 (UTC)
- Lots of good ideas here: (1) make skill capture cheaper than buying the same skills, (2) quests are nice. (3) Keep skill trainers for convenience. (4) Books as tradeable items is also a nice idea. (5) I fear that learning from friends would be easily exploited. (6) Observe skill instead of capture would be a nice alternative (each with pro's & con's). -- Alaris 23:07, 3 April 2008 (UTC)
- Maybe a special skill/item that you can activate to "observe" a monster use a skill, and learn it that way.--Ryudo 23:04, 3 April 2008 (UTC)
- or getting ur skills the same way elementalist aziure get ward against harm in pre-searing during tht 1 quest.
- I think books are a lot exploitable and can "touch" the economy in some way, and with the seamless btween pvp and pve= no more skill unlocking, so the books have to be able to "teach you" a skill even if you never see it/use it/unlockit.. all for some money.Kioga 20:14, 4 April 2008 (UTC)
What about having you to find scrolls, that u get by killing enemies, and with higher advanced skills harder bosses to get the skills?
how about instead of killing them for their skills. you watch them doing them by typing [/Study] while facing their direction and double clicking a skill tomb now that would be cool
It would also be cool if every once in a hile they added new skill scrolls that would be ancient forms of fighting. You would have to go deeper into the wilderness for better skills.(I don't hava a signature)
4 ideas regarding melee weapons[edit]
I got some more smaller ideas that could be worth for the developers to chew on. (I'm the same writer as the Team formations above)
1. In Guildwars 1 you cannot see the shield and weapon or any weapon equipped when in an outpost/town. This could be a minor addition but one that will add a higher realism in the game. Like when in town the character have their weapons sheated, like the shield on the back and the sword sheated on your left leg or something. Also then you don't have to go outside town for showing off your newly gained über hammer with nice skin lol.
2. In Guildwars 1 the melee damage of weapons are just melee damage, while the magic damage can be different to each other (fire, cold, lightning, earth etc). It would be nice to add other types of melee damage aswell like slash damage, blunt damage, chop damage, thrust damage, stab damage and so on to the fitting weapons like a hammer does blunt damage, daggers do stab and so on. And then you can add armors and shields that are good vs one/several types of damage and weak or penalty vs another type of one/several damage. And then another thing would be a mechanism of when in battle there could be a control on what kind of melee attacks you want to use, like a switch you click and all your next attacks will be the same kind of damage until you flip another switch or do another action, as some weapons maybe are good at several types of damage like slashing and stabbing on daggers for example.
3. More 2 handed melee weapons. 2 handed swords (claymore kind of), 2 handed axes, 2 handed spears and halberds. Also more 1 handed weapons like maces and clubs. Iron knuckles.
4. Some way to do damage with the shield or defensive attacks with it. Like counter hit with the shield so that the enemy is pushed back abit and maybe falls and/or go stunned?
- First of all, please sign your comments using four ~. Second, here is my opinion on your ideas:
1.i agree, it might even be cool to have a /sheath or /unsheath emote when your character (temprariliy) takes his weapons out or puts them back in their holding place.
2.sadly, no. I think this idea will be too complex, and i like the melee damage like it is.
3.YES, definitely! I really enjoy 2 handed weapons in other games, so why cant GW have that. Maces are cool too.
and 4.no. As i said before, i think it will be a little too complex
--Raph Talky 13:28, 29 March 2008 (UTC)
- Number 2 has already been implemented in GW 1 ... (check the wiki page for hammers and axes and notice their damage types are different)... -- Frozzen 14:56, 29 March 2008 (UTC)
- Here are my thoughts -
- Every bit of that would be awesome, with the idea of /sheath and /unsheath, but perhaps some more emotes to go with it, like poses with weapons/offhands/shields and /attack (a fake attack)
- There are already three melee damage types and armor specific for them - Slashing, Blunt, and Piercing.
- Everybit of it yes! But to expand even more on that perhaps have dual weapons(aside from the assassin's daggers) - 2 swords, 2 maces, 2 axes, etc.
- haveing normal attacks with a shield is too complex, but having "shield attack" skills would fit right in. Where as shield have an atk range built in, but only available in a shield attack skill. Skills along the lines of "Shield Bash" (not the GW1 version), "Shield Slash", "Shield Tornado", etc. --Elven Chaos 19:36, 29 March 2008 (UTC)
- Here are my thoughts -
- You can't wear your shield and sword in town because it would rise the amount of models/time/memory every one needs to download the town map. Standing in the town feeling good about yourself with noobs asking about your weapons isn't exactly dramatic improvement of the game, besides, your player model is always of very low quality in towns as seen by others, so u will be standing there with a generic shape of a sword, and every one would be lagging 2 much 2 care about it. Gw2 will have semi instanced areas where you are likely to meet others and look at their swords, so no need to have it done everywhere. Chop - Slash, Stab - Thrust is basically synonyms with some differences that doesn't even matter in a bigger picture, weapons already have different damage types plus all elemental types and will probably remain the same in GW2 in "4" you describe Shield Bash perfectly, didn't play as Warrior much? Knuckles are there as daggers, as they are pretty much the same with blunt attack instead of piercing. Biz 10:09, 7 April 2008 (UTC)
Races[edit]
My opinion on races is that, different races should have the same abilities and attributes with maybe only a slight difference between each race. To make them different, in PvE I think they should start at different towns and have different starting faction points, so for example, humans could start at Ebonhawke while Charr start in the Charr homelands. The different faction amounts could decide whether a certain race in general will help you, be neutral, or attack you. An example of this would be that until humans get enough charr faction points, Charr wandering around somewhere would attack them, while non-rogue humans would be friends. There would also have to be rogues that would attack anyone. Parties could have an "average" faction averaged over the amounts of the party (henchies would have no effect on this). Athrak 16:55, 29 March 2008 (UTC)
- I think Humans should start in Kryta, because outside Ebonhawke must be overrun with charr. Besides, how could a lvl 1 stand a chance against 20 lvl 10 charr??!!
MoasRule
- Well as the currently released info I read about GW2 Ascalon(the country not the city) is owned by the charr so I guess they start there, the dwarfs and norn start around Droks, the asura will be in the southen magumma and the new race will start in the middle of the magumma. Humans will probably start in Cantha. The faction sounds good tho.
- Whole point of having different races is for them to be DIFFERENT, why spend a years on developing, different starting areas, races etc if it all will differentiate only in some one skill and the visual model? Biz 10:19, 7 April 2008 (UTC)
I think the game requires more professions. 11 just doesn't cut it. Another idea I had was that as your character's skills advance, your skills and profession would change, also based upon choices that you've made in quests, storylines, etc.
- Whole point of GW2 is to cut back on professions and make the game overall easier so you can add difficulty in conditional skill function and action combinations, real third dimension as well as added range of control options. So there will not be more then Ten "professions" of today. Biz 18:06, 8 April 2008 (UTC)
iv just got to say this how could an asura beat a norn in hand to hand combat it cant and thats why they should all have pros and cons 124.149.113.139 12:18, 10 April 2008 (UTC)
- But give the Asura a shield that does Pain Inverter, and a sword that steals adrenaline and life, and it stands a fair chance of winning. That's what I mean when I say they should be different, yet allow for all professions to be viable. -- Alaris 13:52, 10 April 2008 (UTC)
More ideas[edit]
1. I read that in GW 2 you (hopefully) will be able to swim and to jump in the game. Maybe some special "magic" towns in the sky among the clouds would be something, and some underwater towns since if you can swim? With that it could come more type of races too, underwater races and winged races. It was just a funny thought I had lol :)
2. I have read some suggestions that the player should be able to interact with some items, think I read someone writing about putting pubs and other social gathering places in game where in those places you could for example sit on a chair. Why not then put in mini boardgames, like chess perhaps? The more mini boardgames in gathering zones the less people log off when their sudden desire to play chess or poker tickles them lol. Maybe even go one step further and add tournaments of some types of minigames, or in poker you can play with money bets (no "real" money, but ingame gold). They should not be only accessable in game events but be placed permanently in those social gathering places.
3. Guildcape is a good way to identify your guild, but there should perhaps be more than that. Highly ranked GvG oriented guilds can perhaps recieve more details, longer capes or even robes, or details on helmets. Just use more imagination there. Alternative rich guilds can get some more than just cape on themselves if they can pay for it, either in gold or crafting materials and gold.
If I get any more ideas I'll write them. I wrote the Team formations and 4 ideas above. --LittleBacillus 20:09, 29 March 2008 (UTC)
- Totally agree with #3. I hate the look of the cape.
- Me 2 Moas Rule
- About #3, I think that the Guild could have several items to identify themselves, and players can select which one(s) they display. In PvP, they have the blue/red boss-like coloring to display their team, so they might even have the option to display none of the Guild items. Each Guild item would be customizable separately, each at a cost. Guild items would include cape, shield, flag (attaches to staves / lances), and some armors. Displaying any of these would override your current looks, i.e. if you wear a shield and have the option to display Guild shield, then it displays the Guild shield. I think that this would be a lot of fun. -- Alaris 21:37, 29 March 2008 (UTC)
- Me 2 Moas Rule
- Totally agree with #3. I hate the look of the cape.
Let us just hope that the developers remember our suggestions lol :D --LittleBacillus 22:07, 29 March 2008 (UTC)
- I really like #1. The Cities are really cool. i really like no.3 because than everyone would want to join the guild with the cool stuffs. and the new guilds would just have a hard time recriting. I think that all they need to do is add in more Symbols to the cape. So there will have a less chance of two guilds having the same capes.
- 1. you don't have to think its funny, not at all, I think thats what allot of games are missing stuff like that and the underwater cities can have windows on top and the sides I say lets go all out on the stuff.
- It would be fun if you could equip yuor character with like a cloak that is not a part of head, hand, chest armor but goes over all the armor and conceals their identity, this would add an aspect of mystery to people who chose to equip the cloaks!Elcaron The Wise 09:27, 3 April 2008 (UTC)
Search for the Golden Snake (see 'Pets' above)[edit]
Kind of like "The Beak of Darkness" quest. MoasRule
Heritage[edit]
I'd like to see a heritage system, like when creating your character you get to choose where he/she is from, some what like the homelans selector on LOTRO. It would also tie into my suggestion up above aobut the underground city of ascalonians. And it could decide your openign story arc details, like what quests you get to expierience in the begginining. So you could be <blank> of Kryta, and you would expierience teh same are of begginings as the other players, but yours would be a little more situated around krytan affairs, or, if the beggining bit is set in as calon, then your bit would be more about you being a forienger come to help the resistance. Lord Zepherr 09:36, March 30, 2008 (UTC)
I think this is a good idea, and u could also allow players to right their character's own biography, like in the sims 2, i mean like in NF or GW:EN where every hero has a biography when you unlock it!Elcaron The Wise 09:21, 3 April 2008 (UTC)
- Hall of Monuments is your heritage, you inherent your Grand grands grands Pa's titles, weapons, armor and female heroes in tight leather clothing, and you choose it by playing GWEN, those who didn't will be Freshly baked with no ingame history. Biz 10:27, 7 April 2008 (UTC)
- Hall of Monuments. -- Gordon Ecker 10:50, 7 April 2008 (UTC)
- You rais a good point, but the hall of monuments isn't the same type of heritage system i'm talking about, as it only records deeds, and collected items. What i'm talking about is heritage system where you get to choose what region/city you're character is from, i mean you probably weren't born in the Eye of the North, so you could choose to be from kryta, ascalon, maybe even Rata Sum, i don't know what regions will be ther in GW2, and it would decide ho wyour begginnign story arc would play out, just read my suggestion up above. Lord Zepherr 04:31, April 7, 2008 (UTC)
Beginning Area[edit]
I would so love to have some sort of pre-searing type area in GW2. I mean in the other campaigns, you go through a tutorial, but the world's still the same, nothing changes. In Prophocies the pre-searing ascalon area was cool, it had a type of homey economy, then with that drastic change of the searing, it just made the Prophocies campaign seem so much more important, becasue there was all these things that you could wonder about, "what happened to Mr. so-and-so?", "what happened to such-and-such town". I can't even recount how many hours i spent tryin to reach foible's fair in post-searing. And it was like"Boom" with EotN and you found out all this stuff that happened. Plus, i think it was easier to learn everything in that kind of area. And for you people that are impatient, you could spend 10 minutes doing only the base quests, and getting to the after area. Lord Zepherr 09:51, March 30, 2008 (UTC)
- Why not have this beginning area open to all players who haven't bought the game and once they do they get access to the mainland once they meet the required things.
- Well like currently you have players who just play in pre-searing so it being free ruins that. Also that's like the current trial accounts which I guess will be taken to GW2 with the same restrictions like no trading with it.
personally, pre-searing was my favorite part of any of the three campaigns or eotn. even after finishing the games with multiple characters, pre-searing was the best part of any of it. i wish i could take my characters back without deleting them and restarting.--The preceding unsigned comment was added by User:141.54.164.71 (talk).
I can't believe anyone wants to have presearing back in GW2. The only reason it was there was to make it so your friends couldn't come help you out. That's lame.
- dude, pre-searing was awsome, it added imensly to teh tyrian lore, adn is the reason tyria is considered the most important cintinent, I mean, Eotn is the continuation of teh Prophacies story, not the other continents. And besides, it only took an average of 20 minutes to get through it in GW1, so it would be the same length in GW2. Lord Zepherr 02:56, April 4, 2008 (UTC)
- Heh Presearing was there to do two things 1- Get you to see the full range of graphical possibilities like butterflies and trees and what ever, You do not want to keep playing a game that looks like Old Ascalon all the time... 2- Teach you the game, considering not all of whom start playing the game even held a mouse before or played something similar they need to start learning in a forgiving environment, thats why you kill everything with two hits and can do almost everything alone. If you loved it a little 2 much you might as well buy GWEN and stay in Char lands, where some of them use Exact same landscape as Presearing. Biz 10:35, 7 April 2008 (UTC)
- well whatever you want to think dude, i pu tthsi here fo rthose of us to enjoyed the feel of presearing, adn if you think it's stupid, i say you're entitled to your own opinion but there still is alot of people who stay in presearign jsut for it's uniqueness, belive me, there's alot. Lord Zepherr 04:37, April 7, 2008 (UTC)
SKILLS and ANIMATION[edit]
One of the problem in Guild Wars is the skills animation is TOO SMALL! Come on, Give us some cool skills animation. and For The Norns, when you shape-shift, I would like to see my character actually shape-shift. No just my skills changes. I would like to see my character actually turned into a bear.
- It was said that in GWEN you could shape shift but it never happened so yea I'm looking for this stuff also.
- The above comment is NOT my comment but who made it left it unsigned. However, I agree, skill animations should be explosive! extravagant! HUGE! HUMONGOUS! thrilling! if a fire element skill called Double Dragon was used i want to see two huge firey dragons twisting around my opponent! If I used Meteor Shower I want to see crators! If I'm enchanted with Aura of Thorns I want my character to have thorney vines around him like an old statue! The permanent visual aspects of the game are extraordinary, but the temporary ones are just dots and floating icons that dont even scratch the land! --Elven Chaos 18:28, 30 March 2008 (UTC)
- Hell yea I was looking at other mmo's such as RF Online etc and man the animations in guildwars 1 is really small to them all these other games have massive animations spells that cast a circle aura round the enemy or engulf you in light or even yea bring lots of big meteors down from the sky Linage 2 has some excellent animations in it for one and I'm sure you can do better if you wanted to.122.109.43.82 18:41, 30 March 2008 (UTC)
- I love the idea of having AMAZING skill animations added to gw2. What about wepaon animations? Like ebon weapons have a swirling dust cloud around them, or vampiric daggers have blood dripping from then. If we have the poisonous preparation, I wanna see my daggers, swords, bows green. Fire, why not a glowing ember around it, and ice ~ the chilled animation, or electric ~ revolving lightning bolts. Thats what i wanted in Gw1, i want to see that in gw2 User: Darkshadow 10:22, April 06,2008 (UTC)
- I agree with the writer. The huge animations would increase your experience with character.
Flora and Fauna[edit]
I want lots and lots of grass and trees that you can walk through, crysis type of jungle anyone? (This Vanguard jungle would be great also) with the leaves moving in the wind and react to your movements. Grass that comes up very high to the player, make us experience what its really like walking in a dense jungle or forest instead of the current dense guildwars jungle around denravi which isn't really dense at all where the only jungle is on the edges of the cleared walkable path area.
- Yes I agree with that. GuildWars grass looks more like green painted floor or carpets on some spots. A game that has a really good nature enviroment is The Elder Scrolls 4: Oblivion. The developers wrote that GW 2 would be a little more demanding than GW 1, but I guess a beauty that match Oblivion is too far away for GW 2 anyway... --LittleBacillus 20:24, 30 March 2008 (UTC)
Actually Oblivion's nature isn't good at all... I'd prefer the reaslistic and atmospheric nature landscapes of The Witcher ;) -Dave Greenblade
I agree, the current plants and grass and all that jazz isn't really all that jazzElcaron The Wise 18:42, 3 April 2008 (UTC)
AoE should clear vegetation for a while. --122.148.49.43 15:48, 7 April 2008 (UTC)
I love that! Rodgort's invocation can leave a big scorch mark and meteor/meteor shower can leave a crater! Maybe AoE hexes like suffering can leave little wisps of green smoke lingering in the air for 2-4 seconds to emphasize the gloominess of such a dark spell. --User:24.7.220.254 23:46, 1 May 2008
Trail Blazing[edit]
I would love to scrap the who walkable paths. If we're really gonna have the options of climbing, swimming, jumping, make us use them. Make it so that if we come to a really dense area, we have to either cut it down (warriors, assassins, etc.), or burn it down, (Elementalists). And if we come to a cliff, make it so we can cut down a vine, and repel down it. Make the enviornment real, I mean, what adventurer/explorer, already has the paths made for him, isn't the point of exploring making the paths yourself?. And maybe, just not to ruin the expierence for the other players, make it in the course of an hour or so, the plants grow back, or the vine falls off the edge of the cliff, etc. I'd also like to see, that when you get on a boat, you get to do stuff on the boat, not just see what your doing in a cinematic. Lord Zepherr, 01:41, March 30, 2008 (UTC)
- I like the idea, and i think most of it could be accomplished. There probably SHOULD be a consistent path though, especially if GW2 goes persistent world on us. Though i think having to swim, climb, jump, slide, etc. ON the path might make a very interesting experiance--Raph Talky 01:48, 31 March 2008 (UTC)
See my comments on this thread, as they're relevant to this as well. http://wiki.guildwars.com/wiki/User_talk:Gaile_Gray/Guild_Wars_2_suggestions#Make_It_A_Real_World - Knux 18:26, 5 April 2008 (UTC)
Do that in a persistent world and you will end up with either a patch that spontaneously regrows every 5 minutes or fun for the first one to get there. Biz 11:05, 7 April 2008 (UTC)
I think it would make the game more realistic if the farther you move away from civilization, the fewer the roads and paths, and the denser the forests.(I don't have a signature)
Harbor[edit]
There should also be a harbor for all coastal towns, where you can barter passage to a town on a coast or up a river that you need to get to and haven't already unlocked, so we feel like we're actually doing this stuff instead of it happening without our actual interraction. Or instead of barteing passage from an NPC, you can save up and at a certain level you can buy your own boat, hire a helmsman, and he'll dock the boat at the nearest harmor town fo ryou, and ir you go to a harbor town, he'll dock it there for you. Lord Zepherr 01:48, March 30, 2008 (UTC)
- They are introducing swimming... wonders if they'll introduce body surfing or drowning? 118.92.12.97 07:53, 31 March 2008 (UTC)
- body surfing I can imagine Anet making a in game reef and people going (Surfs up man) having surfing tournaments etc. as for drowning if you can swim im sure you can drown as all games with swimming have drowning.
what if you do drown and your with a group how would you respawn if your on the bottom of the oceon or floating away lol and if they do make swimming in ocean they should put in a glint like boss called jaws lolVinesy 08:40, 31 March 2008 (UTC)
- Graveyard or spawn at last known position before the water.
Time and Date[edit]
I think it would be helpful to include in the lower right hand corner in gameplay a clock of with the time on ur computer and the date. It would realy help for time management. -Lu Sen --The preceding unsigned comment was added by User:Jayman698 (talk).
- I agree with this one. I don't usually remember what time I started playing so a "You have been playing for X hours..." is not as helpful. -- ab.er.rant 08:12, 31 March 2008 (UTC)
- I agree too, this would also help with in-game events, with a clock you would be able to tell when an event was about to start, instead of having to keep minimizing the screen and checking on your desktop!Elcaron The Wise 08:54, 3 April 2008 (UTC)
There are these new things out called "Watches". Try one out sometime..lol.
- Watches ya I have one of those; but looking at it when i'm playing a game is big on my list, I leave that for when I'm at work. The in game clock is a good idea, than they dont have to post event times for diffrent Zones. The world can all use the same clock; it dose not have to match the realworld time, just the gameworld time. --138.210.201.49 07:22, 15 April 2008 (UTC) Shadowratz
- Also, the in-game clock can be set to server time, preventing timezone-related misunderstandings. -- Gordon Ecker 08:20, 15 April 2008 (UTC)
HDD Size[edit]
Please don't skimp on the features to fit it into a certain hdd size so to say. HDD's are extreme cheap nowadays with 500gb being $10 more than the price of a new game here. I want way more features than any game out there and I don't mind if the game is 20gb or more installed in the end just make it the best brilliant game around better than wow better than all the mmo's on mmorpg.com --The preceding unsigned comment was added by User:122.109.43.82 (talk).
- If it eats 20 GB of space, I'm not buying it. I think many would feel the same. At 4 GB, the fragmentation is already troublesome. At 20 GB? Also, I doubt ArenaNet's goal is to sideline players who can't afford the best hardware and cut down it's own market size. Besides, development time is the primary factor in determining how many features can be added, not disk space. -- ab.er.rant 08:15, 31 March 2008 (UTC)
- Well if you can buy guildwars you can buy a hdd as there virtually identical prices (320gb hdd's are now less than the price of Guildwars with a 160gb hdd 1/2 of the price of Guildwars) also with fragmentation remember Guildwars 1 is 1 file at 4gb (Which I think is stupid design like you said fragmentation etc) which the entire 4gb file is fragmented on every single change and harder to defrag cause of that. If it was many smaller files only some would be fragmented and it would be easier to defrag etc at the same space usage and 20gb is just saying that they can use up as much space as they want to but do not cut out features to accommodate for a certain hdd space usage but instead they should add more features than any other game and not worry about space 'which would increase the hdd install size'. (I have heard of devs having hdd targets saying they cant add this certain feature in because it makes the game say 1gb larger than there target) I think anyone would want to sacrifice more space if they got more features in the game (aka wow from 3gb to now 8gb) Unless you want to keep that space and have less in game features meaning no voices, lower quality textures and the same pool of those textures being reused over and over and over (kinda like we have now) instead of all these things?
- Remember that the more 'features/sounds/voice/music/textures/maps/models/etc' you add the more hdd space its going to take up. 122.109.43.82 10:07, 31 March 2008 (UTC)
- I would expect the first Installment of Guild Wars to be at least 3-4GB if they do everything I want, 2-2.5GB if they don't! Ha! 118.92.12.97 22:54, 31 March 2008 (UTC)
- Remember that the more 'features/sounds/voice/music/textures/maps/models/etc' you add the more hdd space its going to take up. 122.109.43.82 10:07, 31 March 2008 (UTC)
- With DX10 it will start at least 7GB Dominator Matrix 22:56, 31 March 2008 (UTC)
- Ew Vista =P-Warior kronos 01:49, 1 April 2008 (UTC)
- Hard drive space is cheap, but RAM, processing power and video cards aren't, those are the bottlenecks, and many popular or desired features, such as auctions and build templates, don't eat up huge amounts of hard drive space. -- Gordon Ecker 05:35, 7 April 2008 (UTC)
it's true that hard drives have dropped in price and towers and laptops now come with HUGE storage but i dont think it would be wise to take up a lot of space for just one game. wow is about 10 gb and counter strike came take up a lot of room depending on how many maps you download. i think that thier decision to keep the specs low will be just another driveing pt for sellig the game. not everyone will be able to go out and buy or upgrade their system. look at me for an example. i bought a tower almost six years ago and had to do some upgrades to keep it up to date just so i could play fable when it came out for pc and then i had to get parts from some friends who could afford to to upgrade their system and but i could have played guild wars at the time becuase of thier specs if i had know about the game (and had internet too lol)point is not every one can go out and buy upgrades or extra storge space for their sytems they need just to play a game it just not in there budget. they have to balance the real world too. but it has been stated in the q&a that they are increaseing the polycount so i will take up more hd space than before. but i doubt that it will grow more than 5-8gb and don't forget that the will be more expansions to come so we can figure out what happened in the rest of the world and that going to take up more space- sai baku15:03, 12 April 2008 (UTC)
(Reset indent)What are you talking about, there is no way some one will be able to run Guild Wars 2 on a 10 years old pc where saving 20gig is a problem. Any one and I mean ANY one who has pc capable of running the game would already have hard drive big enough to keep at least several full dvds of Game on it. I don't see any one crying about 15,1Gb installation for Turok(2008) even if you double the quality for textures and models of all game files today you will still get like 8gig. Biz 21:02, 26 April 2008 (UTC)
- Amount of Hdd size doesn't need to be relevant to the games hardware cpu/graphics system requirements Original Guildwars was about 1gb and now its 4gb Why? Because of more textures for the 4 areas so instead of say 1000 textures their's now 4000 textures in the game more audio in the game for sounds for creatures and voices and movies etc more creature models that takes up more space and more maps. Look at X-Plane for example is 40gb install just for textures and still uses the same system requirements as it does on the 50mb version but it mas many more and different varieties textures when the 50mb one uses the same ones over and over for the entire world.
- Remember that things can be unloaded from the ram and cpu and video card when not in use so each area could use 100% different textures than the previous one but the game will still have the same system specifications but only use more hdd space because it has unloaded those textures not in use and loaded in different ones.
- Thats why I say that it is not a problem on size because more textures, models and especially sound files (1mb a minute) etc are going to take up more space and I would rather have Anet create more assets than to reuse that same ground texture everywhere in the entire world without changing it, or that same building wall you see on every building making them all look the same even in areas on the other side of the world in another races land which is supposed to have a 120% ore more complete different architecture. 122.109.43.82 04:24, 27 April 2008 (UTC)
More outposts scattered around and more alternatives on story line.[edit]
In GuildWars 1 most of the outposts you got there because you had to for a primary quest or another important quest (unless you took a taxi). But there were a few outposts that only were just outposts, for example Icetooth cave, Beetletun, the one south of Henge of Denravi (forgot the name). I want many MANY more of those as then it really gets fun to leave the linear mission track and go out exploring to find new places with new bosses nearby and all that. Also if there will be underground areas why not make alot of underground outposts too?
Another thing is that I want alot more of mission choices, like in Nightfall campaign but alot more of it. For example you need from place A make it to place B, there are one way through underground with outposts and missions, one way above through different type of landscapes and missions and such, one way maybe climbing around mountain paths with missions.
"As a boy I spent much time in these lands." Prince Rurik. --LittleBacillus 20:40, 30 March 2008 (UTC)
- One of my favorite areas was Ventari's Refuge its a out of the way area that slightly reminded me of dungeon siege 1 and there gorge level.
Viewable Player Information[edit]
One thing I've been wanting is to be able to view another players information, such as their Guild info, and general info about the character (titles, experience, misc. achievements, possibly their build, weapons, armor, etc..) Also, the option to disallow viewing of character information, for whatever reason.
- Ahhhh, No! And, Why??? We have areas of the game where even the difference in a title can impact, usually negative, the local environment, people trying to act all elite cos they have a better title, or supposedly a better build ... what-have-you. This kind of thing might seem nice but now, just flashing your build in team can lead to much negativity. 118.92.12.97 07:38, 31 March 2008 (UTC)
- Honestly, I don't care for titles... they should be just small achievements that don't grant any bonuses, or if they do, should be MUCH easier to attain, because pretty much ALL of them are too time consuming and monotonous to even worry about (possibly something else that could be addressed in the sequel?) Anyway, the people who like to act like they are awesome because they spent hours trying to get something that isn't very important, are the people who ruin the game for others anyway. The reason I would like the idea of viewing player information is that it actually gives individuality to everyone, in the sense that you can see how they've adventured. It makes other player characters feel more human, instead of feeling like a henchman that can blame you after he kills himself like an idiot. And again, if people get upset when you flash your build, it's because they are asses anyway. Also, if there's one thing that most could agree on, it's being able to view the guild info of another character. It lets you learn about other guilds, and see if you'd like to be a member. It just makes sense.
- Titles are time-consuming and worthless, at the same time? How do you get that? The more time it takes to get a title, the less people have it. The less people that have it, the more valuable. Having titles of all different time-consuming..nesses and difficulty levels does a great job of showing a player's skill and or time devoted to the game. I say keep them.
- Well, for one, titles are ridiculously time consuming. You do arduous and mundane (see: "not fun") task, to simply have a few words under your name, and they all take a hysterical amount of time. Worthless? Enjoy leveling to level 20 in pre-searing just to have "Legendary Defender of Ascalon" under your name. You think that's fun? It's simply grinding for the sake of grinding. It doesn't show a player's skill at ALL, just how addicted they are to the game. They need to be easier to obtain, and FUN to obtain (grinding to achieve the "Vanquisher" title isn't fun, sorry.) You're seem like the kind of person who likes to make sure everyone knows that you have a certain title, because it's just so "valueable". No one cares what titles you have. I'm sure there will still be titles, but they need to be more like an achievement on an Xbox 360: a fun little diversion that you do for your own enjoyment, not for the e-peen.
para wings and cantha[edit]
what if paras could fly and do aerial attacks like flying up and stabbing downward to impale enemy's? and if canthas blocked off what if the crossover quest for tyria to cantha if where you sneak onto a boat and capture it could work like pve ABand you have to capture ships? Iskael 00:25, 31 March 2008 (UTC)
Well, the idea for paragons to have flying attacks is a creative idea imo, but i feel you are thinking too far into the furture when it comes to Cantha, The other thing is, we dont know for sure if paragons will be a playable profession in GW2, though flying attacks could be expanded upon for the GW2 classes (or maybe even be a "Race Specific Skill")--Raph Talky 01:44, 31 March 2008 (UTC)
I also think it would be a good idea to make special customizations for all the professions, not just paragons. maybe a paragon's wings could show at all times as an armor piece, and the other professions could get new profession-specific armor pieces beyond just headgear. --The preceding unsigned comment was added by User:74.167.230.34 (talk).
PVE - randomize spawn points[edit]
Guild Wars is very plain Jane, always predictable, always the same, for PvE that is. One thing I would like Arenanet to focus on, especially since Guild Wars 2 areas are supposed to be persistent (gonna hate seeing 100-200 people or more running through one area myself), is the creature spawns and not making it predictable. I'm not a programming whiz but know a little and randomizing spawn points and the creatures that spawn is 100% possible. Ok, Arenanet, you played it plain and simple with Guild Wars PvE, now, do something more challenging for Guild Wars 2... you do want our money, right? 118.92.12.97 07:28, 31 March 2008 (UTC)
- Agreed on the random spawn. I like to see it better than wow or any other games have and made it that spawns can be anywhere in the map even a few centimeters from there original spam etc not just at certain spawn locations. Also make it random pathing so enemy's can walk and go anywhere they want to.122.109.43.82 07:37, 31 March 2008 (UTC)
- Creatures following you everywhere or not is not a pathing question, it's an aggro mechanics question. Creatures following you everywhere would be pretty bad, because you could eventually aggro the whole map and have hundreds of mobs following you. Not the best idea from a design point of view, and not very believable either.
- Who said them following you? He was talking about larger pathing routes, not aggro. 118.92.12.97 22:44, 31 March 2008 (UTC)
- OK I might have misread that. But then again, there are already groups with a large patrol radius in some areas. And allowing groups to wander off rather large distances in arbitrary directions again creates the problem of randomness which can make a quest/mission/vanquish too hard or too easy in a random fashion, which I don't think is enjoyable for most players. A designer can't properly balance a map with mob placement if the designer can't guarantee a certain group will be around a certain location at all times. RolandOfGilead 23:32, 31 March 2008 (UTC)
- Who said them following you? He was talking about larger pathing routes, not aggro. 118.92.12.97 22:44, 31 March 2008 (UTC)
- Creatures following you everywhere or not is not a pathing question, it's an aggro mechanics question. Creatures following you everywhere would be pretty bad, because you could eventually aggro the whole map and have hundreds of mobs following you. Not the best idea from a design point of view, and not very believable either.
- Ever played Hellgate:London? Too much randomness makes one hell of a boring game, because there is less of a common gaming experience that can be shared or compared to others' experience. You will have a harder time to pre-determine strategies, because you don't know what will be coming or where. If you want less predictable opponents, play PvP. The PvE part should be thought of as a puzzle (non-changing and passive but difficult opponents), and the fun - for me - consists of solving that puzzle by finding the best team build. But for that, all the basic pieces have to be known in advance. RolandOfGilead 21:36, 31 March 2008 (UTC)
- Obviously have a hundred different variations in a zone would be over the top, have a possibility of say 1-5 I would like to see, noob island having 1 set only (as now) and higher level areas having more of a chance of facing 1 of 5 variation. There's the repeating element, a bit of luck comes in, but build can also be built to take into consideration the environment and types of enemies you are facing... going into a grassy area you know you'll face enemies that don't really like fire much, regardless of their build... etc. It takes what HM does now but give it more options and doesn't require HM :D 118.92.12.97 22:44, 31 March 2008 (UTC)
- But the game already does most of that. There are enemy groups on some maps that have a random element in their party setup, so you can't always be 100% sure against what you'll be going against. You know that for example Ice-based elementals and plants are vulnerable to fire.
- Obviously have a hundred different variations in a zone would be over the top, have a possibility of say 1-5 I would like to see, noob island having 1 set only (as now) and higher level areas having more of a chance of facing 1 of 5 variation. There's the repeating element, a bit of luck comes in, but build can also be built to take into consideration the environment and types of enemies you are facing... going into a grassy area you know you'll face enemies that don't really like fire much, regardless of their build... etc. It takes what HM does now but give it more options and doesn't require HM :D 118.92.12.97 22:44, 31 March 2008 (UTC)
- As for variations: Prophecies has random boss spawns in many areas. Didn't you ever wonder why they got rid of that ever since with the very next chapter? Because a player gains nothing in terms of fun if he searches for a certain boss (or generally, map configuration) and just restarts the area if it doesnt spawn or if it spawns in an undesirable location. And if you designed a map several times to look vastly different according to chance, a party will just keep entering and leaving the instance until it finds the most desirable one. That kind of defeats the purpose of creating the skipped versions of the map, doesn't it? RolandOfGilead 23:32, 31 March 2008 (UTC)
- I don't think re are talking specifically boss spawns I think we are talking more about the common creature spawns like char spiders tengu imps etc that there are but loads of in any area if they were randomized and could walk around the maps instead and could any where where on the map to spawn then it would be great. As for bosses yea they have to be a set location doesn't mean the general creatures have to stand in 1 spot doing nothing waiting for aggro like we have currently in some areas.
- Roland, Guild Wars 2 is supposed to have presistent areas, so resetting the whole area like you can in Guild Wars won't exist. 118.92.12.97 06:42, 1 April 2008 (UTC)
- I don't think re are talking specifically boss spawns I think we are talking more about the common creature spawns like char spiders tengu imps etc that there are but loads of in any area if they were randomized and could walk around the maps instead and could any where where on the map to spawn then it would be great. As for bosses yea they have to be a set location doesn't mean the general creatures have to stand in 1 spot doing nothing waiting for aggro like we have currently in some areas.
- I dont think this would be the best idea. We already have somewhat random spawn points in higher level areas. Though there are only three or four that I have seen. The more randomness, the more problems. Say you have a general area that you spawn mino's, and they all have five different spawn points. Now, what happens if they all spawn at the same point, or all spread out. It can become too difficult for that area, or to easy. Now say that one huge group of mino's ends up walking all the way over to a main road or some such because their roaming is set to random. Unlikely, yes, but possible.
- Another problem is that mobs have different alliances. You get dryders attacking mino's and mersaat attacking shiverpeak dwarves. If they wander into each others aggros, and one is set to retreat when they have low health..... well, imagine a huge mob of mino's running after a single dryder, running over the entire map.
- Randomness is nice in theory, but in practice it is much, much more trouble than it is worth. Not to mention it would be near impossible to know where a mob you want to kill is. And I know from experience.... Running around for a few hours looking for a specific mob is enough to make you turn off the game in frustration. Kairu 04:25, 22 April 2008 (UTC)
- That's how it works for many Prophecies bosses, which I think would be fine if every boss with an elite was guaranteed to spawn, however some of the bosses don't spawn every time, which can be really frustrating if you're trying to cap from them. -- Gordon Ecker 05:57, 22 April 2008 (UTC)
- For missions and persistent explorable area bosses, you'll probale need set spawn points, but for other mobs I'd like to see them random. This would help prevent spawn point camping (boring and annoying if your another group) and you should never get a spawn if a PC is already there (although it would be fair to spawn somewhere else and have a mob wander by). Spawn programming: for a mob - pick a spot or two and a radius - spawn within this area (waypoints could be firm and the mob will just go to the closest one). Also vary the respawn rate based on the number of players in the area.
Official news[edit]
it has been several months since we have seen any official news of GW2. Is there anything on the horrizon? For quite awhile there was quite a buzz about GW2 with interviews, and news.......but it seems to have mellowed out......any chance of seeing anything new, even interviews. I know the developers are quite busy, but a developer blog, or design notes would be really cool to read through. Even conceptual sketches. Med Luvin 17:38, 31 March 2008 (UTC)
- Agreed --Alien 17:47, 31 March 2008 (UTC)
- Yes I want more official info too.--LittleBacillus 19:00, 31 March 2008 (UTC)
Yupp,agreed with you,I am checking net every day to see if there are some news,but no :(.Kristina2-d
- I agree with all of these, i haven't seen any official news for ages now, latest I have seen is the wiki page on GW2, and nothing more!Elcaron The Wise 11:07, 3 April 2008 (UTC)
- AGREE!!!!!!!!!!
- I agree also, and have prompted magazines to start snooping around on our behalf. chevy 10:16, April 12, 2008
- AGREE!!!!!!!!!!
- I agree with all of these, i haven't seen any official news for ages now, latest I have seen is the wiki page on GW2, and nothing more!Elcaron The Wise 11:07, 3 April 2008 (UTC)
Yes, Yes.. we need more official news! --The preceding unsigned comment was added by User:65.41.147.195 (talk).
i wont news to
- Agreed - More up to date news will also allow us to comment and make suggestions about the things that are being implemented.Lightforge
Streamline Rune/insignia system[edit]
Runes and Insignia (R/I) should be gotten rid of as physical drops taking storage space, or only be kept in the form of "unlock tokens" at rune traders. Unlock tokens could be traded to other players or merch'ed or turned in at rune traders. If turned in at a rune trader and if it's a ticket for an R/I that has not yet been unlocked on the account, it unlocks that R/I.
As for changing R/I, let rune traders buy and sell "R/I kits" at fluctuating prices similar to salvage/ident kits. The player would apply such an R/I kit to an armor piece in order to change the R/I, with a certain chance to retain a kit's charge (to make up for not keeping runes by salvaging). For example, if those kits would be implemented in GW1, let them come in minor, major, and superior size for the corresponding rune sizes, and another kit for insignia, to allow for some granularity in pricing.
Alternative rune changing system: Let rune traders be the only ones that can change R/I, with a refund for the replaced R/I. The current pricing system that tracks each R/I individually could be kept, and it would be impossible to change R/I on the fly while not in town, which can be good or bad, depending on the larger design goals. RolandOfGilead 21:20, 31 March 2008 (UTC)
Seamless Enviroments[edit]
Having to shift back and fourth between a town or outspost and a battle zone gets a little old. If they made a seemless universe i think players would get so much more into the game and their location. And i would love them to add simple actions like -jump- on the keyboard and not put boundaries around ledges and cage people in. Thats something that has always turned me off about gw. I can understand if some of the characters armors might glitch or they're too "pretty" but my god loosen up on us and give us freedom!
- Already states that Guildwars 2 will be persistent with all the trimmings of jump/swim/run/walk etc
- "Comments above not by me" It is good to have a seamless environment and by every means I personally want it, but please keep map travel between cities, map travel helps take the grind out of going across the globe to get a skill or a quest etc. --Elven Chaos 18:38, 30 March 2008 (UTC)
- They also claimed in the origional GW before release you will be able to destroy the eviroment and so forth, the reasoning behind instanced worlds, but they never delivered. Now they are claiming you'll be able to destroy the enviroment in GW2, some fo the reasoning behind persistent worlds.. So just assuming you will be able to jump, swim, or the like because ArenaNEt says you will doesn't mean you will. Look up some of the videos of Jeff Strain talking about Guild Wars before it's release on all the nifty features it's going to have and you'll see that they are saying a lot of the same things about Guild Wars 2. Wait to see what the game actually offers instead of what they claim it will offer. ~ Sabastian 04:03, 31 March 2008 (UTC)
- "Comments above not by me" It is good to have a seamless environment and by every means I personally want it, but please keep map travel between cities, map travel helps take the grind out of going across the globe to get a skill or a quest etc. --Elven Chaos 18:38, 30 March 2008 (UTC)
surely if there were to be a seemless envioroment then most computers couldn't hold all the info. for the entire world at once? And plus you'd need to set in spawnings that actually looked good. otherwise you get a glithed apperance. (Ashton - talk - contribs) 16:30, 3 April 2008 (UTC)
- Ash-ton its called number of grids from you to load that every environment game does it including wow morrowind and oblivion and even the original ultima online that ran on a p166 or less this was one of the first mmorpg games and a prime example of it on a low end computer. If a grid goes out of range its unloaded from memory and a new one is loaded in. 122.109.43.82 04:47, 4 April 2008 (UTC)
Seemless environments would be nice, but would make map travel difficult. setting up some sort of smaller asuran portal system in towns and outposts and stuff could help fix that, maybe with small portable ones that you can keep in explorable areas to get back to the town when you want to. Uberxman1028 06:32, 5 April 2008 (UTC)
- Seamless environments won't make map travel difficult look at 'Oblivion' that does it when out in town you click world map and town and then you get a message asking if you want to go then you disappear and load up the town and appear in the town. 122.109.43.82 04:19, 7 April 2008 (UTC)
- World of Warcraft is seamless except for intercontinental travel, the portal between the Eastern Plaguelands zone and the expansion-only Ghostlands zone and instanced dungeons, so it can be done. For map travel, only the actual town or outpost itself and the area just outside of it would need to be loaded immediately, the rest could be loaded in the background after you're already running around in the town / outpost. -- Gordon Ecker 04:59, 7 April 2008 (UTC)
- I like the way GW is, exept for maybe a couple places that have A TON of explorable areas linked, But then again if you die and your party moves to another area you ressurect. GAHH JUST LEAVE IT ALONE!! ___>Awk34 talk 21:17, 16 April 2008 (UTC)
- I'm pretty sure they're gonna keep instancing and have some parts of the game persistent.... (222.153.1.220 05:35, 22 April 2008 (UTC))
- I like the way GW is, exept for maybe a couple places that have A TON of explorable areas linked, But then again if you die and your party moves to another area you ressurect. GAHH JUST LEAVE IT ALONE!! ___>Awk34 talk 21:17, 16 April 2008 (UTC)