My suggestion mega thread :)

My suggestion mega thread :)

in Suggestions

Posted by: Sollith.3502

Sollith.3502

I have a huge tendency in games I play to think about improvements, ways things could have been done better, things that were done just plain wrong and have steadily been taking and making notes on them. Here are a few of the things I have decided would make amazing changes for Guild Wars 2 (and of course only if implemented decently lol).

Orr

Currently Orr just feels really generic and definitely feels like it needs some massive improvements. First of all; thin out the risen just standing around that really server no purpose other than to slow players down. I would then like to put forward the idea of Risen Hordes; as the name suggests, hordes of risen that run around rampaging. Even if you only had one of these on each map in Orr (Cursed Shore and Malchor’s leap would work best for this) it would make the map seem much more ominous. As a large scale event you would set a massive horde of risen loose on the map that travels together running from place to place and just recking havok across the map. These horde would be so massive and so daunting that even a well coordinated group of players might think twice about charging into battle with them unprepared. The main purpose of this horde would be to go around and essentailly “reset” events like recapturing forts and stuff, but their other function would be to serve as a large scale dynamic event (the change players would see would be a brief respite from the horde). This horde would mostly be just a bunch of veteran, a few normals, and few champion human style risen of the design that we already see, but their group compostion would be that which would make a zerg have a challenge against it (more veteran and champion level enemies than normals). If the horde is stopped for a certain amount of time then several giants would spawn and march into the fray until they are either defeated or the horde moves on in which they walk away and fade off (or if there are only a certain number of players left alive; like 5-ish or something). They would also be constantly on the move, unless of course a large scale battle breaks out with them, not stopping after swarming and taking a fort etc.; they would just overwhelm and move on.

Personally, after setting up this horde, I would setup a PvE siege weapon merchant or two in Orr where players could then buy and setup siege weapons in areas they feel would be good to “ambush” this horde and allow them to take the initiative. Also, just to allow players a chance to complete the other “temple” events and such on the map, the risen horde would be set to avoid those areas unitl at least like 5 min after a temple is taken (giving players a chance to complete the event, talk to the karma merchant, get their reward chest etc.), which then help reset the event (unless of course players dig in for the long haul, set up some siege weapons, and get ready for the horde).

This sort of mechanic just seems to fit Orr so well and I hope to see some inkling of it implemented.

Zerg Groups

They need to do something about these zergs. They were supposed to have events scale for a reason, but I don’t see them scaling significantly enough. If there are more than like 5 players at an event it should scale significantly for each additional 5 players; have like 1 vet and 1 normal mob spawn for each player at five players, at 10 players it would be a ratio of like 2/3 enemies would be vets… or something. Normal enemies often just die too fast in zerged events, which is what I think is the biggest problem at the moment. Maybe add in extra “mini” events when there are 10 or more players at certain events, like adding enemy trebuchets firing on players at the main event that are at a good distance off and guarded by a decent sized force to provide threat as well as split the zerg up a bit.

Another thing that I find often happens in zergs is that there are so many players bunched up that you often can’t see what’s going on in boss fights. The way to solve this would be to add bigger moves that telegraph the boss attacks better, the smaller harder to see in a zerg attacks would be really weak against a single target but could become a small AOE against melee players (which could dish out good damage overall since there are so many players.

My suggestion mega thread :)

in Suggestions

Posted by: Sollith.3502

Sollith.3502

Specific Events

Also, here are some revamp suggestion for events. Or maybe some suggestions Anet can take into consideration when designing future events of a similar nature:

Claw of Jormag

Instead having the boss roar and “fear” the players, instead give the players a reason to run away themselves. All the fearing in the event is just annoying and time consuming rather than anything worthy of actually being fearful of… Instead I suggest putting up a couple of rock outcroppings at different distances away from the Claw and having the roar become an actual ice breath blast that deals heavy amounts of damage and IF you survive it you are chilled for several seconds. The rock outcroppings would be the areas that players could hide behind when seeking refuge from the devastating ice blast.

Also, remove the icy field; this does nothing but serve as an annoyance too. During the first part of the event it could be ensured that ice wall completely cuts off players from the Dragon, but during the second part I see no need for anything to cut players off. The golems could then serve as just an event device that allows for the boss to be stunned for a short time if players protect them on the way down instead of just zerging the boss (kind of like the golems are now). Also, since players would be able to run up to the Claw and attack it directly now (since the removal of the icy field) add in a few claw swipes (that knock players hit by it back) and a mini ice breath or two to keep players dodging and on their toes as well as adding the ice surge thing that knocked players back from the first part of the fight into the second. Even if this wasn’t done in a way to make the event more difficult, it would server to make it more epic.

Another cool idea for an event like this would be to nerf the adds a bit and have them run around in groups a bit more, harassing the players. You could then allow players to get special trebuchet and other siege weapons during the event to set up and take out these mobs with some AOE goodness.

I think that chages like these would make an event like the Claw of Jormag just so much more involved feeling, as well as a mroe epic feeling and would be good for the Guild Wars 2.

Getting people out into the world:

There are many players that don’t explore much, and like to play through the events that get the best loot over time. While I wouldn’t want to change this or force them from doing this (sometimes its just a habit, other times some people just like playing through the same area over and over purely because they either just like that area or they like just defending it or taking care of it or something). I think though, that they could make the world a bit more open no matter what you want to do. Of course people who like to explore are going to go wherever the heck they want already, but why not provide the ability for those that like to farm, grind etc. the same area to do so too (in of course a tasteful and well though out manner).

They have level scaling, which I love, but I wish they would do more with it. They have always stated they wanted the entire game to be “end game” but we are still stuck grinding the same areas over and over to get the things we want. They need to then adjust lower level areas to provide for the max level community as well; have each area drop their own special high tier crafting items (maybe a crafting mat that is purely unique to that area here and there as well), throw in a few equips for max level in all areas, chests should always provide items worthy of a players level at the time they open it (since they reset anyways, which means players can come back to them later on when they level up), add special high level (sub)events to each area (they wouldn’t necessarily be “higher level” than the area, but events that only higher level players can see.. or something). You know just incentive for those that don’t necessarily like to explore out and into the other areas as they are now.

Some of us like to get out and move around just to see what is there; the sights seen are the reward themselves. Many players don’t like jump quests, seeking out every vista out there, etc. and why should they feel forced to do so? Just little changes here and there could make low level areas a bit more attractive to the higher level players that aren’t up for exploring much. The level scaling was a good start to this and sets the game up to be able to eventually make all areas at least decently attractive if done right.

Fin
Thanks for reading so far if you got here, I’ll probably add some other suggestions and ideas later on, but for now I think this is a good place to stop. Any other suggestion-ers, creative players, or otherwise please post your own ideas, spins, etc. on these as I would love some feedback and hopefully maybe some will be picked up by Anet lol (well we can dream right?).

(edited by Sollith.3502)