Hela! I’m working on a huge redesign for GW2 for…years?
It aims to double the gaming experience of the game, give reasons to play instead of farmgrinding it, and not at least, to improve Arenanet’s income.
It contains redesign ideas about nearly everything important, with multiple alternatives that should work better than the current design.
I will continue to work on it, but looks like the time running out seriously.
Including:
- Solution for Empty Leveling Areas -> PvE&WWW system
- Dungeon Redesign
- GEMSTORE $ income increasing.
- Solutions for fair rewarding
- Solutions for bugs
- Better alternatives for some game mechanism
- And a Lot of little details that will make this game much better and much more unique.
I’m waiting for constructive feedbacks, NOT TROLLING
I can’t attach the file here. Its not supported… So I’ll put some of it here.
It can be downloaded completely tho. A moderator should give me some instruction, please!
NOTE: The list below is just 50% of the full work. Many useable and nice features are cut off because of the lenght of this post, and not relfecting my work well enough.
Please understand: I’ve started to work on this when EOTN released for GW1. It may contains details that already added or planned for GW2, becuase it was essential, or I’ve already shared it. Or someone reinvented/stoled it. It happens y’know.
This is not an “I want to be a God” suggestion anyway. All I want is to be equally balanced, so our playing skills will decide our performance, not OP/UP stats and simple luck. Do not bother yourself posting about this.
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W E A T H E R
Sunshine is boring.
Let us feel the power of nature!
Remember, what do you feel when you’re under a cover in the street, while heavy raining? A little excitement, am I right?
A nice rain, or even better, storms! It will spin things up, i’m sure!
Inside and outside the cities. Random, and long (1-2 hours) duration.
NOTE: 50% of effectiveness comes from the sound effects, so they need to be perfect.
Some area styles shoud have their own kind:
Orr: HEAVY Thunder and raining. Purple zapps. Dark fog. It will make those boring areas 10 times more exciting!
Jungles: Raining, some deep thunder, white fog. I hope we won’t get lost :S
Black Citadel: Acid rain, gray smoke. Who cares? Heat up those smelters!
Divinity’s Reach: Light rain, windy. I’m glad I bought that fur coat! <3
Lion’s Arch: Mid strong beach storm. Isn’t the best time to sail out, right?
The Grove: Crystal clean raindrops, rainbow. I feel life!
Hoelbrak: Snowy & Windy. Outside, sometimes heavy ice storms. By the Bear’s spirit, this was a strong one!
Rata Sum: Less rain than thunder. Excellent time for some special experiment!
Crystal Desert: Burning sun, mirror-like reflecting sand at distance, sometimes Heavy sand storms! I…need….water!
Dungeon Redesign Concepts
Players will decide, which pats they want to complete the dungeon on.
The paths are all logical, which means they are making a progress to weaken the endBoss, or to have a weapon against it, or make themselve stronger, so they can finish the boss off.When they are about to finish the chosen path, they have a new vote for the final tactic move.
Examples:
Dungeon of Arah. The party chosed to gather the parts of a crystal shield, which was the property of an ancient great warrior who tried to beat the endBoss, but the shield cracked into 5 pieces during the finght long ago.
(Including a GW2 brush-style cinematic of the tale)
The shards gives power to the little bosses who guards them.
Since the endBoss shoots destroying energy from its eyes, the path finishes can be the following:
• They re-forge the shield with a spell (NPC follower does), and one party member can wield it, and reflect the damaging bean onto the boss itself. The others are luring and damaging the boss.
• The members absorb the shards with a spell, so they are all a bit reflective, which means they’re all stronger until they complete the dungeon.
• They place the shards around the boss, making an energy bulb, and as long the boss is inside, its weaker, and can’t damage players outside.
• Or they go the top of the endBoss’s hall through a hard jumping puzzle, at the end of it they blow up the stones so the sunlight lights parts of the room.
They place the shards there, making damaging sunlight fields which weaks the boss down and buffs the players up.
“A man chooses; a slave obeys.” | “Want HardMode? Play Ranger!”