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Things you'd REALLY like to see in GW2...

124

Comments

  • AkaraxleAkaraxle Member UncommonPosts: 471


    Originally posted by Lady_Elora
    5) I think my ideas are good for any game. Plus I have experience with enough game. While there are differences, there are also a lot of similarities with many games. Beside, GW2 can use some fresh ides, and maybe it will attract more new players, who otherwise may overlook it.
    You have zero experience with the PvP side of GW, which is why those suggestions are wacky - to say the least.

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  • SecromSecrom Member Posts: 318
    Originally posted by Serling

    I farmed my Paragon to Rank 4 there before I gave up on the whole LB farming/grinding thing.

    Well crap they made it easier... Couldn't get bounty there once I got rank 2. Had to go for the Nightfallen Garden for rank 3.

    BTW, Ascended and Obsidian armour, unlocking all skills and mods, owning outposts in Factions, those take quite a while, don't you think?
  • LeodiousLeodious Member UncommonPosts: 773

    The biggest thing I want is no level cap with similar algorithms to what they currently have for increasing the exp needed to level and the skill points needed to increase attributes. I also really like the instances, and while I would welcome a more contiguous world, I would really like to see some zones that scaled to the size and average level of a group. I would like these to be “endgame” instances where you could level up endlessly if you wanted to. Of course, with diminishing returns and the points needed to keep increasing an attribute, it is unlikely that very high level characters will be overpowered.

    However, because GW lives off of perfectly balanced PvP, that might not work anyway. They could make all attribute points over a certain point only affect PvE only skills, or have every level over 100 be purely bragging rights. Arenanet is comprised of some of the best minds from Blizzard when it was a decent company. I still play GW a great deal, and I have a feeling GW2 will be quite good also.

    I really, really want flying mounts. Especially if the world is contiguous, and apparently, larger than GW1, I will want a fast way to travel around GW2. That is one of my favourite things. I disdain long and boring travel times. Something goo that could come of this is a Lineage II type of thing, where any player can train a pet that they can ride, and if it can fly, fly on it. I think that could be a great deal of fun, especially for roleplayers. I love having a pet, but I don’t always love the classes that get pets, and with GW, I especially don’t like that I have to waste one or two skill slots to have it out.

    On that note, I really like the skill system in GW. I like having a ton of skills, but having to choose which ones to use. However, I would really like to have more slots. Maybe just the twelve on the row of number and – and = would be enough. That is half again as many spaces. I feel like the eight slots are a little limiting.

    I trust the devs to do a good job, though. I see some great ideas in this thread. I think they have taken suggestions pretty readily before. I am sure GW2 will be something we can all love.

    "There are two great powers, and they've been fighting since time began. Every advance in human life, every scrap of knowledge and wisdom and decency we have has been torn by one side from the teeth of the other. Every little increase in human freedom has been fought over ferociously between those who want us to know more and be wiser and stronger, and those who want us to obey and be humble and submit."

    — John Parry, to his son Will; "The Subtle Knife," by Phillip Pullman

  • Lonesamurai1Lonesamurai1 Member Posts: 1,210
    Originally posted by Leodious


    The biggest thing I want is no level cap with similar algorithms to what they currently have for increasing the exp needed to level and the skill points needed to increase attributes. I also really like the instances, and while I would welcome a more contiguous world, I would really like to see some zones that scaled to the size and average level of a group. I would like these to be “endgame” instances where you could level up endlessly if you wanted to. Of course, with diminishing returns and the points needed to keep increasing an attribute, it is unlikely that very high level characters will be overpowered.
    However, because GW lives off of perfectly balanced PvP, that might not work anyway. They could make all attribute points over a certain point only affect PvE only skills, or have every level over 100 be purely bragging rights. Arenanet is comprised of some of the best minds from Blizzard when it was a decent company. I still play GW a great deal, and I have a feeling GW2 will be quite good also.
    I really, really want flying mounts. Especially if the world is contiguous, and apparently, larger than GW1, I will want a fast way to travel around GW2. That is one of my favourite things. I disdain long and boring travel times. Something goo that could come of this is a Lineage II type of thing, where any player can train a pet that they can ride, and if it can fly, fly on it. I think that could be a great deal of fun, especially for roleplayers. I love having a pet, but I don’t always love the classes that get pets, and with GW, I especially don’t like that I have to waste one or two skill slots to have it out.
    On that note, I really like the skill system in GW. I like having a ton of skills, but having to choose which ones to use. However, I would really like to have more slots. Maybe just the twelve on the row of number and – and = would be enough. That is half again as many spaces. I feel like the eight slots are a little limiting.
    I trust the devs to do a good job, though. I see some great ideas in this thread. I think they have taken suggestions pretty readily before. I am sure GW2 will be something we can all love.
    Ok, I cleaned up and added more info as i got it a few posts up of what is currently known about GW2



    Skill bar wise, although it will be different, it won't be that far removed from how it currently is and probably will stay at 8 skills, this is due to balance



    Still nothing about mounts yet, although it has been stated that map teleporting will still be in, so flying mounts may be useless



    but i doubt they would be the typical MMO fair, it seems ANet want to steer clear of anything typical and keep GW2 as different as GW1 was, whilst making it attractive to those that like big numbers over their characters heads and the "phat loot" for the farmers

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  • S1071911S1071911 Member Posts: 5

    Theres a concept of a HUGE PvP map being created for world v. world combat.

    Sounds like a big ol' can of whoopass to me.

    Also, I'd like to see more player-skill coming into the combat. That way it feels more linear and certainly better for PvP.

    Finally, Im looking forward to a higher (or maybe infinite!) level cap.

     

  • Lonesamurai1Lonesamurai1 Member Posts: 1,210
    Originally posted by S1071911


    Theres a concept of a HUGE PvP map being created for world v. world combat.

    Sounds like a big ol' can of whoopass to me.

    Also, I'd like to see more player-skill coming into the combat. That way it feels more linear and certainly better for PvP.

    Finally, Im looking forward to a higher (or maybe infinite!) level cap.
     
    more player skill????



    what?  and this also covers the higher level cap too (although it is gonna be higher, as I posted in the other thread, lvl 100 or maybe uncapped, still undecided), but the PvP is all about player skill in the top tiers...  ok, sure, you have to unlock your skills, mods and runes, but hell, you can do that in PvE (which was the original idea) but once your there, its a totally level playing field as everyone in PvP is lvl 20, they all have the same attribute points to use, so where is it NOT about player skill?  Although that is player skill as part of a team, which is harder to do as your not a lone gun

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  • BattleFelonBattleFelon Member UncommonPosts: 483

    This is going to sound like heresy, but I'd personally like to see the hundreds of skills reduced to a little more manageable number. I like the collectible card game idea but there seems to be so many forgotten skills that nobody ever uses or that are almost identical to other skills except for a slight twist. I hate spending a lot of time to unlock a certain elite or create a certain build in PVE only to discover in the next expansion that the old elite is no longer anywhere near as powerful as a new skill.

  • Lonesamurai1Lonesamurai1 Member Posts: 1,210
    Originally posted by BattleFelon


    This is going to sound like heresy, but I'd personally like to see the hundreds of skills reduced to a little more manageable number. I like the collectible card game idea but there seems to be so many forgotten skills that nobody ever uses or that are almost identical to other skills except for a slight twist. I hate spending a lot of time to unlock a certain elite or create a certain build in PVE only to discover in the next expansion that the old elite is no longer anywhere near as powerful as a new skill.
    there are currently 1400 skills or so in the game, but thats 3 chapters over 10 proffessions... 



    I will admit though, i cheated, i just bought the skill unlock packs available in the in game store, and they make all non elite skills available at the first skill trainer you find, sounds like cheating, but it also enables pvp character creating much quicker

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  • trev9999trev9999 Member Posts: 199
    Bring back the arcade feel of the game like Prophecies beta.

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    CURRENTLY PLAYING SHAIYA

  • the_chosen_1the_chosen_1 Member Posts: 33
    i want a better comuneti coz on my gw nightfall accoount it got hacked and all i got was an anwaser from the machine
  • SerlingSerling Member Posts: 662

    Don't use third party software and you won't get hacked. D'uh!

  • kegboyiikegboyii Member Posts: 103

    Samurai, when you speak of skill unlock pack, are you talking about the PvP unlock pack or is Anet actually selling skill unlock packs in the GW store now?

    Life is 10% what happens and 90% how you react to it!

  • milo_moraimilo_morai Member Posts: 2
    I realized, with a few exceptions such as the unlock packs, most of what people are looking for was in, or in development with AC2. Scary and sad, that turbine had a potential gold mine, and that they blew it off and went mainstream.



    Just and observation
  • Lonesamurai1Lonesamurai1 Member Posts: 1,210
    Originally posted by kegboyii


    Samurai, when you speak of skill unlock pack, are you talking about the PvP unlock pack or is Anet actually selling skill unlock packs in the GW store now?
    They are the same thing  

    imageimage

  • SecromSecrom Member Posts: 318
    Originally posted by Lonesamurai1

    Originally posted by S1071911


    Theres a concept of a HUGE PvP map being created for world v. world combat.

    Sounds like a big ol' can of whoopass to me.

    Also, I'd like to see more player-skill coming into the combat. That way it feels more linear and certainly better for PvP.

    Finally, Im looking forward to a higher (or maybe infinite!) level cap.
     
    more player skill????



    what?  and this also covers the higher level cap too (although it is gonna be higher, as I posted in the other thread, lvl 100 or maybe uncapped, still undecided), but the PvP is all about player skill in the top tiers...  ok, sure, you have to unlock your skills, mods and runes, but hell, you can do that in PvE (which was the original idea) but once your there, its a totally level playing field as everyone in PvP is lvl 20, they all have the same attribute points to use, so where is it NOT about player skill?  Although that is player skill as part of a team, which is harder to do as your not a lone gun


    Problem is, IMO, a nice chunk of the player skill was taken away as soon as "cookie cutter" templates became widely available since in my book, tweaking your own skill bar is half the job. We are the only ones to blame :)
  • Lonesamurai1Lonesamurai1 Member Posts: 1,210
    Originally posted by Secrom

    Originally posted by Lonesamurai1

    Originally posted by S1071911


    Theres a concept of a HUGE PvP map being created for world v. world combat.

    Sounds like a big ol' can of whoopass to me.

    Also, I'd like to see more player-skill coming into the combat. That way it feels more linear and certainly better for PvP.

    Finally, Im looking forward to a higher (or maybe infinite!) level cap.
     
    more player skill????



    what?  and this also covers the higher level cap too (although it is gonna be higher, as I posted in the other thread, lvl 100 or maybe uncapped, still undecided), but the PvP is all about player skill in the top tiers...  ok, sure, you have to unlock your skills, mods and runes, but hell, you can do that in PvE (which was the original idea) but once your there, its a totally level playing field as everyone in PvP is lvl 20, they all have the same attribute points to use, so where is it NOT about player skill?  Although that is player skill as part of a team, which is harder to do as your not a lone gun

    Problem is, IMO, a nice chunk of the player skill was taken away as soon as "cookie cutter" templates became widely available since in my book, tweaking your own skill bar is half the job. We are the only ones to blame :) Cookie cutter?  how long have you been playing? 



    cookie cutter builds were only part of prophecies due to the different way of skill aquisition...  Every Ele, or Warrior or Monk using the same skill bar because they recieved the skills in that particular order, instead of the change to the skill aquisition that came in with the release of Factions... 



    and don't, DON'T, have a crack at the new skill template system, its one of the best improvements that the game has been made...  hell, you probably don't even remember refund points (and I'm not explaining what they are, if you know, fair enough, if you don't, then trust my knowledge cos thiking about them makes me angry at the insane grind they caused!)

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  • SerlingSerling Member Posts: 662

    LOL...Refund points! Yeah, you had to get to the next level (or earn your next skill point) before you could change your attributes! And if you got stuck with an entirely useless build (like I did with a W/E spec'd for all Ele skills and no energy to use them), you either had to depend on really stupid henchies or other players to get you to the next level, or delete and restart. (And as I recall, weren't refund points as hard to get as skill points? So if you had a really screwed build, sometimes you'd have to get through several levels to earn enough points to fix it.)

    The latter is what happened to my first warrior. Got him to 16, realized I wasn't going to make it as a 20 energy tank with firestorm, fireball, flare and lava font, so I deleted him and re-rolled as a W/Mo. Yeah, I was a total noob then (that was about a week after I started playing. First character was a R/E). Curse you refund points! :)

    I guarantee that in the early development stages of the game, some dev thought refund points were a cool idea. Until that dev started trying to PLAY the game under RP rules. Yeah, that all changed pretty quick. :)

  • SerlingSerling Member Posts: 662

    "...a nice chunk of the player skill was taken away as soon as "cookie cutter" templates became widely available..."

    The profession templates were going to be taken off guildwiki in May. Don't know if that happened or not, but having the ability to share template codes now and save them is a two-edged sword. Specs on a good build will always be made available somehow, now it's just easier to do it in-game. Get used to more "cookie-cutter" builds.

    OTOH, sharing templates opens the door for more creative tweaking among players, and lets people "synergize" their groups better so, if nothing else, it's put a premium on player skill: knowing how not just their skills work, but how everyone's skills work in their group, which is why I rolled all 10 professions twice. Knowing what the skills can do from all the professions - I believe - makes me a better player.

  • 8hammer88hammer8 Member Posts: 1,812
    Originally posted by Serling


    "...a nice chunk of the player skill was taken away as soon as "cookie cutter" templates became widely available..."
    The profession templates were going to be taken off guildwiki in May. Don't know if that happened or not, but having the ability to share template codes now and save them is a two-edged sword. Specs on a good build will always be made available somehow, now it's just easier to do it in-game. Get used to more "cookie-cutter" builds.
    OTOH, sharing templates opens the door for more creative tweaking among players, and lets people "synergize" their groups better so, if nothing else, it's put a premium on player skill: knowing how not just their skills work, but how everyone's skills work in their group, which is why I rolled all 10 professions twice. Knowing what the skills can do from all the professions - I believe - makes me a better player.

    Back to agreeing with Serling

    The template sharing is a great tool and has opened my mind up to new ideas.  I see someones build which I either see working or just absolutely pwned me, I ask if I can have their template and when I look at it, I automatically look at what improvements I can make if any.  Seeing skill bars and being able to see what works and what doesn't it helps make better players.



    "It is easier to be cruel than wise. The road to wisdom is long and difficult... so most people just turn out to be assholes" Feng (Christopher Walken)

  • SerlingSerling Member Posts: 662

    One more thing I'd like to see in GW2:

    In City of Heroes, players could write a bio for each character ("toons" as they were called) that other players could click on and read in-game. Some were good, some were funny and some were pretty stupid, but the bios added to the overall roleplaying aspects of the game.

    It'd be great to have an option like that in GW2, so that we could further customize our characters, if not in look at least in "feel."

    Here's something of what I mean (these were done in Photoshop CS3):

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    P.S. Katsumi was in disguise on a secret recruiting mission in Kaineng Center when word of Shiro's return began to spread. After enlisting the aid of Zenmai the Assassin, she held a private meeting with Master Togo, where she pledged to put aside her differences with Emperor Kisu and help defeat Shiro.

    What's really cool about the bio idea is that you can interweave your own character's lore with that of the overall story, as above. Most people won't care to do so, but I think it's fun, and gives my characters a little more "personality".

  • kegboyiikegboyii Member Posts: 103
    Nice work with photoshop, Serling. I also vaguely remember refund points! That seems so long ago now, even though the game has been out for just two years.

    Life is 10% what happens and 90% how you react to it!

  • Lonesamurai1Lonesamurai1 Member Posts: 1,210
    Originally posted by 8hammer8

    Originally posted by Serling


    "...a nice chunk of the player skill was taken away as soon as "cookie cutter" templates became widely available..."
    The profession templates were going to be taken off guildwiki in May. Don't know if that happened or not, but having the ability to share template codes now and save them is a two-edged sword. Specs on a good build will always be made available somehow, now it's just easier to do it in-game. Get used to more "cookie-cutter" builds.
    OTOH, sharing templates opens the door for more creative tweaking among players, and lets people "synergize" their groups better so, if nothing else, it's put a premium on player skill: knowing how not just their skills work, but how everyone's skills work in their group, which is why I rolled all 10 professions twice. Knowing what the skills can do from all the professions - I believe - makes me a better player.

    Back to agreeing with Serling

    The template sharing is a great tool and has opened my mind up to new ideas.  I see someones build which I either see working or just absolutely pwned me, I ask if I can have their template and when I look at it, I automatically look at what improvements I can make if any.  Seeing skill bars and being able to see what works and what doesn't it helps make better players.



    totally agree...  in fact, I've seen a massive upsurge in community spirit and helpfulness, even from some of the more elitest players (although it may be just to show off thier great builds)



    oh and you recieved a refund point for every 250 exp you got...  I remember having to farm with my necro just to respec his attributes, not fun, not fun at all...  but now, with the skill templates and skill (PvP) unlock packs, i get a template, i change build, bloody marvellous...  that was one update that made me cry with joy

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  • SerlingSerling Member Posts: 662

    Thanks for the compliment. While I can't take credit for the beautiful artwork A-Net created with the characters or maps, putting them together with a little story was fun. Going to do bios for all of my characters. Glad you enjoy them.

  • SecromSecrom Member Posts: 318
    Originally posted by Lonesamurai1

    Cookie cutter?  how long have you been playing? 



    cookie cutter builds were only part of prophecies due to the different way of skill aquisition...  Every Ele, or Warrior or Monk using the same skill bar because they recieved the skills in that particular order, instead of the change to the skill aquisition that came in with the release of Factions... 



    and don't, DON'T, have a crack at the new skill template system, its one of the best improvements that the game has been made...  hell, you probably don't even remember refund points (and I'm not explaining what they are, if you know, fair enough, if you don't, then trust my knowledge cos thiking about them makes me angry at the insane grind they caused!)

    I've been playing since the first alpha WPE just FYI...

    Yes I remember refund points.

    Yes the template management system is great (though I'm not that fond of the sharing feature).

    By "cookie cutter" I mean the lack of "never seen before" skill templates especially in random PvP... Searing Flames eles, Shadow Prison assassins, Touch rangers, Shock Hammer warriors, N/Mo Minion masters in AB and Aspenwood, Thumpers... The exact same freaking skill setup, only difference is the character's name and appearance. When they start looking down on others that really cracks me up, yeah ok you can copy/paste a template code then what? Think you're the best thing ever since sliced bread?

    Dang I even got kicked from a SF farming group because I didn't have Blood Ritual equipped (along with being calling names)... Or because I had Jagged Bones and Death Nova instead of Flesh Golem and Verata's Sacrifice... That's this kind of "stick to what the guide on the internet says" mentality that I can't stand. The unwillingness to experiment, and worse the overall disdain one is met with when taking a different route.

    Serling: the builds from the wiki have been moved to a separate site, pvxbuilds.com
  • Lonesamurai1Lonesamurai1 Member Posts: 1,210
    Originally posted by gameim003

     

    gAME ADVERT, BLARG, BLARG!!!


     
    You are so full of crap



    REPORT FOR JUSTICE (and for the kids in the sweatshop, think of the kids...)

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