You are now ArenaNet's lead designer.
There’s a problem with heroes in the open world. Imagine 200 guys all with heroes. Now imagine the lag. It’s just not reasonable for an open world game. If you’re really adding heroes, you’re going to have to make the entire game instanced.
Unless your game is Star Wars: The Old Republic or Neverwinter. Both of those games have companion characters and seem to work fine. The SWTOR ones are even customizable. Heck, I once played a free-to-play that was entirely built around the concept of companion characters. Literally everyone in the game had to have one out at all times, and it wasn’t instanced.
In SWToR were those companions all with you in the open world?
Yeah, that was kind of the mechanic. You could recruit companions as the story progressed, assign them skills, change their appearance, and have them tag along during quests, while farming, of course in instances, while exploring cities, and pretty much in everything but PvP.
Then they must have had fairly low map totals on people counts, or the maps were so big people weren’t anywhere near each other. Think about it.
In every game with a zillon guys on the screen, games slow down. They have to. DDO has companions but it’s all instanced.
Now look at what happens during a Jormag fight. Could you imagine what would happen if everyone had even 1 extra hero?
Hey I’m not saying the should add heroes, I am just saying it is possible. Especially if they continue to improve performance as time goes on.
That said I suggested an idea some times ago relating to legendary equivalent rewards, and among them was heroes. Basically getting a hero would be just as time consuming as going for a legendary weapon. That way people could still have them, but they wouldn’t exactly be common place.
There’s a problem with heroes in the open world. Imagine 200 guys all with heroes. Now imagine the lag. It’s just not reasonable for an open world game. If you’re really adding heroes, you’re going to have to make the entire game instanced.
Unless your game is Star Wars: The Old Republic or Neverwinter. Both of those games have companion characters and seem to work fine. The SWTOR ones are even customizable. Heck, I once played a free-to-play that was entirely built around the concept of companion characters. Literally everyone in the game had to have one out at all times, and it wasn’t instanced.
In SWToR were those companions all with you in the open world?
Yeah, that was kind of the mechanic. You could recruit companions as the story progressed, assign them skills, change their appearance, and have them tag along during quests, while farming, of course in instances, while exploring cities, and pretty much in everything but PvP.
Then they must have had fairly low map totals on people counts, or the maps were so big people weren’t anywhere near each other. Think about it.
In every game with a zillon guys on the screen, games slow down. They have to. DDO has companions but it’s all instanced.
Now look at what happens during a Jormag fight. Could you imagine what would happen if everyone had even 1 extra hero?
Hey I’m not saying the should add heroes, I am just saying it is possible. Especially if they continue to improve performance as time goes on.
That said I suggested an idea some times ago relating to legendary equivalent rewards, and among them was heroes. Basically getting a hero would be just as time consuming as going for a legendary weapon. That way people could still have them, but they wouldn’t exactly be common place.
I’m not in theory against heroes. I’m just pointing out they’d have to redesign the entire game to support them. Big events with heroes would suffer a whole lot more than big events now…and they’re suffering now, even.
I don’t mind heroes in the game. It would shut soloers up about dungeons if nothing else. In fact, implementing heroes JUST for dungeons, if they could make them robust enough, wouldn’t be a bad thing for the game. Completely optional, make them take a lot longer, but let a single person navigate through a dungeon…people who hate to group. There are plenty of them.
But as the game is currently designed, in the open world. heroes would be a disaster.
There’s a problem with heroes in the open world. Imagine 200 guys all with heroes. Now imagine the lag. It’s just not reasonable for an open world game. If you’re really adding heroes, you’re going to have to make the entire game instanced.
Unless your game is Star Wars: The Old Republic or Neverwinter. Both of those games have companion characters and seem to work fine. The SWTOR ones are even customizable. Heck, I once played a free-to-play that was entirely built around the concept of companion characters. Literally everyone in the game had to have one out at all times, and it wasn’t instanced.
In SWToR were those companions all with you in the open world?
Yeah, that was kind of the mechanic. You could recruit companions as the story progressed, assign them skills, change their appearance, and have them tag along during quests, while farming, of course in instances, while exploring cities, and pretty much in everything but PvP.
Then they must have had fairly low map totals on people counts, or the maps were so big people weren’t anywhere near each other. Think about it.
In every game with a zillon guys on the screen, games slow down. They have to. DDO has companions but it’s all instanced.
Now look at what happens during a Jormag fight. Could you imagine what would happen if everyone had even 1 extra hero?
Hey I’m not saying the should add heroes, I am just saying it is possible. Especially if they continue to improve performance as time goes on.
That said I suggested an idea some times ago relating to legendary equivalent rewards, and among them was heroes. Basically getting a hero would be just as time consuming as going for a legendary weapon. That way people could still have them, but they wouldn’t exactly be common place.
I’m not in theory against heroes. I’m just pointing out they’d have to redesign the entire game to support them. Big events with heroes would suffer a whole lot more than big events now…and they’re suffering now, even.
I don’t mind heroes in the game. It would shut soloers up about dungeons if nothing else. In fact, implementing heroes JUST for dungeons, if they could make them robust enough, wouldn’t be a bad thing for the game. Completely optional, make them take a lot longer, but let a single person navigate through a dungeon…people who hate to group. There are plenty of them.
But as the game is currently designed, in the open world. heroes would be a disaster.
I don’t think it would be quite that impossible to do, especially a few years down the line when the bulk of the community has upgraded to better computers and Arena Net has fine-tuned their severs and all that. Much like how heroes were added to the first game. That said the biggest issue I see with heroes is balance, as the current content simply wasn’t designed with them in mind. Besides Arena Net said themselves that the choice not to have heroes was a philosophical one, not a technology restriction; they wanted to encourage the social aspects of the game.
(edited by Arkham Creed.7358)
Bring back Cantha!
I think they are doing a good job of most things, but balancing the classes could use some work. That said giving the PvE monsters the ability to kite and dodge would be a good step towards making the fights MUCH more interesting and challenging for everyone. This change would also have the benefit of closing the gap between PvP and PvE and many skills would not have to be split.
I guess what I would change is to make the AI more intelligent and less artificial.
I would delete PVP completely ….
So at lest the mayority of players aren t damaged upon devs personal dream of becoming an e-sport…
And maybe other game parts would finally get some balance instead oif a growing unbalance based upon the least played game mode.
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
Leave the company. Not because it is a bad company just because I lost faith in humanity everytime I visit the forums.
Currently playing Heart of Thorns.
Its funny to see how this question is used to smuggle a CC thread into the forums. But hey, since I dont like heavy moderating and relish in the fact that everyone is entitled to their opinions im all for it.
As a lead designer i would do a few things;
1. Design a new advertising campaign, to launch when the following steps are completed.
2. Get rid of the shard/world system in PVE. Bring back channels players can select from.
3. Revamp every boss fight outside of fractals, no wait… EVERY boss fight. Bring some actual innovation to the table and try things no other mmo has done.
4. While on the subject, fire the designer responsible for the zhaitan mess.
5. Optimise everything, especially large scale pve.
On a more serious note though……
The biggest thing i would work towards though is perhaps the thing that holds back gw2 the most. Its story.
I would revamp the whole of the second half of the personal story and come up with some actual game altering choice and effect gameplay. I would want more of your home instance being changed, where you can influence or even control it in the end to a place of beauty or disrepair.
Trahearn (for the sake of time and design restraints) would unfortunate;y have to have his part in the story. Why not make it Trahearns story? With expansions and content updates you could bring other characters in aswell, in which we would help them achieve their fate and live there story. I would make it so as your doing missions on your personal arc, when you meet trahearn you have the option to play his arc aswell as your own.
This would make guild wars 2 stand out from the mmo crowd in terms of story.
6. Receive promotion to Master Game Designing Lord of Tyria.
1. Seperate PvE and PvP skills (desperately needed)
2. Fix Savant Armor (the right way this time)
3. Restore the Canthan district in Divinity’s Reach (The arguments for removing it
were ridiculous)
4. Stop making new currencies and make every piece of gear that’s being added from
now on buyable with money. (What happened to “play the way you want”? Why
should I farm tokens to get a piece of gear, just take my money!!)
~Sincerely, Scissors
Step 1 – Add a pocket book/currency tab to hold the all currency/token/badges or whatever they add next. This is uncapped/stack-able storage. Crafting with tokens is instead changed to buying a special mat with tokens.
The rest can come later.
Add more clones, pets and vanishes to pvp, the game needs more.
- Start work on several new wvw maps of varying sizes and with varying objectives, suitability ranging from solo/small scale to full on zerg
- Add incentives for small scale fights in wvw on all maps
- Start work on several new spvp maps of varying sizes (e.g. one or two maps suitable for more than two teams)
- Add new spvp game modes (ffa, protect/rob caravan, destroy/save building, vip, king of the hill, man with the golden dagger, guild vs guild, etc)
- Add several scheduled daily/weekly/monthly/yearly pvp tournaments with rankings and nice rewards
- Make it so pvp ranks give some benefit in the pve/wvw world (if ever so slight)
- Start work on open pvp content (team, guild, or faction based, rather than world) such as pvp dungeons, pvp zones, and maybe even a dedicated open pvp server
- Try to figure out multiple strategies to increase build diversity
- Make a content patch without a nostalgia theme (unlike 8-bit adventure, christmas toy factory, halloween trick or treat, etc)
1.An option busy because away that we have right now is for afk.Busy in game and afking are not the same thing.Busy should mean- do not want to be desturbed(dnd) and away should be for AFK
2.Last logged in option in guild tab.
3.I would add more marks,because right now we have only one red backsight and it’s not enough.I want to be able to mark all my group members and the ground.In one other MMO there are the following marks which can be put on players:Moon,circle,triangle,square,diamond and star.on the ground you can put 5 columns with the same marks by useing those columns you can position better the entire group.
4.A group finder like the one on Gw2lfg.com
5.More uses for the karma
6.More options for macros.For instance if i point in mid air it says ‘’Player A points’’ but when i point at someone else it should say ‘’Player A points at player B’’
(edited by moiraine.2753)
- DR overhaul.
- Abilities such as magic find are now shared by a group until the player is no longer in the party. The highest level on a single player will be party wide, non stacking.
- Tie in loot drops to specific bosses, areas and events to give players direction in their hunts.
- Remove the ability to sell Precursers and Legendary weapons while making them easier to obtain.
- Kicks in Dungeons would be part of a report function if player was still online, and in same instance/zone to prevent griefing.
- Alliances, Alliance chat, and Alliance halls that would function as a hub with a free waypoint would be added.
- Daily and monthly would focus around areas in pve, and wvw and not kill types or general task. (such as assist the people of " insert area" as a daily- or Helping a Npc in WvW capture or defend certain objectives)
- Adjustments to make builds within all classes viable by adjusting weaker weapons or skills.
-Equipment added to help build diversity in ascended range to cover several armor types.
- Make all ascended gear craft-able.
- Redesign mystic forge -100% chance for a new set of items requiring mastery in multiple craft disciplines, as well as Gear upgrading. This change would give the ability to upgrade an armor to the next tier using Multiple Crafts plus materials or create new items unique to the Forge that require mastery in 2-4 craft disciplines.
- Improve the search and party search ability to have a comment section and be cross server.
- Re-introduce the “design a weapon” contest, offer exclusive private beta test spots for new content to Helpful and active members of the game community to insure new content was ready and enjoyable.
- Add an ambassador system so current players could be rewarded for helping new players with content.
Ah men the design a weapon contest, but now they have the enige to make the design look like the game versions.
Why in the hell is there no bonedragonstaff in the game now…
For me it would be:
1. Make the game more like the original. No gear treadmill, way more skills, Fully customizable skill bars, more build options.
2. Make dungeon bosses drop loot instead of the token system.
3. Thief. Get rid of stealth and turn the thief back into the assassin, making Shadow step the main system.
4. KARMA. Make it have more uses.
5. Make legendary’s BOA.
If I were Lead Designer, I would devote my team to fixing existing bugs first and foremost before moving onto adding new content. This was made easier because every class-forum has a pinned list with known issues (which apparently some devs don’t even know existed).
I would give Mesmers a mainhand pistol, as they were meant to have one at launch.
I would also focus on Ranger pet mechanics, rework the current Shouts into them (creating new utilities to fill their place) and adress the imbalance the 40%/60% has created because of fail-AI and give more front-load dps back to the Ranger.
In general I would focus on placing traits into their proper traitlines because some just don’t make any sense (traps in skirmishing???).
Lastly I would also add more versatility and less RNG to Engineers by reworking kits, restore Kit Refinement to something the Engineer can depend on (similar to Elemental Attunement), update their base-dps and include traits that would allow things like an all-gadget build or feasible turret build.
Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more
Highly Over Powered Explorers [HOPE] – Desolation EU
I’d do whatever is necessary to bring the professions into balance – whether that be hiring more people to help with balancing profession or improving the performance of those who are already tasked with that job.
Everything else about the game is, at the very least, passable. Except for the horrible balance issues that exist almost NINE months after launch!
Every MMO has balance issues, especially at launch, but I’ve never seen one with such egregious disparity between character classes.
I’d do whatever is necessary to bring the professions into balance – whether that be hiring more people to help with balancing profession or improving the performance of those who are already tasked with that job.
Everything else about the game is, at the very least, passable. Except for the horrible balance issues that exist almost NINE months after launch!
Every MMO has balance issues, especially at launch, but I’ve never seen one with such egregious disparity between character classes.
If you haven’t seen MMOs with this kind of poor balance, you haven’t looked. Frost mage anyone?
I get out of this area as extentions in a certain order:
1) green – jungle Maguuma.
2) Yellow – humans
3) blue – go say hello to Jormag
4) charr: cuckoo dragon, preparation and more.
5) blowroom gradually and measure the extension of Elona in Purple!
(In each map, two show jumping puzzle, hearts, and events!)
Maybe also underwater area, and dungeons .
What’s the first thing you’re going to do?
I would fire the guys who are responsible for the horrible combat system and then hire the guys from Neverwinter.
(edited by Nightarch.2943)
Remove the stupid DR system, un-nerf shelter/pennitent, put a volume slider on weapon sounds. Give the people a fair way to get Precursors. Undo a lot of the fun killing nerfs.
Remove waypoint travel fees, or possible have some kind of reward that reduces the cost.
Remove or drastically lower the armor repair bills!
(edited by Miss Pink Floyd.9730)
I would focus on refining the profession mechanics to be less build specific and more useful for all builds.
-Death Shroud skills are largely useless unless you specifically spec for it. Otherwise its a boring (but effective) health shield.
-Steal loses a great deal of functionality for ranged builds who only get to use it as a buff button as they don’t want to get closer. The option to shadowstep away needs to exist for these builds.
-Similarly, many Warrior adrenaline skills such as Kill Shot are actually a DPS downgrade over autoattack. These need tweaks.
I could go on, but those are the three that irk me the most.
As the lead designer (First of all, I hope that doesn’t require any skills in designing and just the manpower as I know nothing about designing)
First thing I would do would be to consult the team on who thought farming was bad and should be eliminated. Those people would get an earful probably unless they could provide an argument decent enough to justify killing off a population of players that like farming.
Secondly, I would also ask why farming is being eliminated, yet somehow, was allowed to be accomplished in a single dungeon to a disproportionate degree compared to the rest of the game.
Third, I would ask the team why is the endgame dungeon Arah so god kitten unprofitable? I mean it is endgame….I guess? It makes no sense how it is less profitable by drops and loot than lower level dungeons.
Fourth, What is with the trinity? And I don’t mean the Tank, Dps, Healer trinity. I mean the Tank, Dps, and Support trinity. We ended up with one even worse than in previous games. How did that even happen? At least people wanted healers…nobody wants a support class that is essentially a borked healer.
Fifth issue would be DR as I don’t farm on this game, but when I did, I felt I was being penalized at every turn to the point that it became depressing. Is DR really worth making some parts of the game not fun? I would wonder who on the dev team supported making a game not fun? I would have questions for them.
Last but not least, I would poll players on a lot of the aspects of the game and take their feedback until the team can come to a consensus of what the players feel is needed the most at this current time and divert a substantial amount of resources to that cause. While making balancing a major priority that we would not be against taking risks, but risky undertakings will be tested with the player-base to prevent class-breaking maneuvers.
1)erase ascended gears.
2)balance some classes.
3)pvp arena,1vs1,2vs2,ecc. also deathmatch mode.
4)Raids.
5)New maps with keeps to conquer for guild houses.(a guild should have only ONE keep at time)
Keeps should be “little”,“medium”,heavy".
A guild can declare war to another one for the owner of the keep(siege),ecc.
Guildmates should protect the guild keep against other guilds or AI mob invasions(elite,champions,legendary,ecc).
6) legendary weapons more approachable.
7) others maps for wvw. underground keeps or flying keeps omg.
new siege weapons like siege stairs or siege towers,ecc.
8)new skins.
ps : also bug fixes lol.
What’s the first thing you’re going to do?
I would fire the guys who are responsible for the horrible combat system and then hire the guys from Neverwinter.
That would be profoundly stupid. You can’t even move while attacking in Neverwinter.
Calling someone’s idea stupid is really constructive. I suppose you weapon skins are way more important than the crap combat we have.
What’s the first thing you’re going to do?
I would fire the guys who are responsible for the horrible combat system and then hire the guys from Neverwinter.
That would be profoundly stupid. You can’t even move while attacking in Neverwinter.
Calling someone’s idea stupid is really constructive. I suppose you weapon skins are way more important than the crap combat we have.
I guess you haven’t actually played Neverwinter huh? I’ve beta tested it. Here is what you do if you prefer Neverwinter combat to Guild Wars 2.
Step 1; disable auto attack
Step 2; rebind your 1 and 2 skills to left and right click
Step 3; Enjoy practically the exact same combat only with more responsive controls, smoother animations, and the ability to move while attacking
Step 4; return here and apologize for wasting everyone’s time
Seriously Neverwinter combat is literally a sub-par ripoff of GW2 combat disguised by a few different key-binds and toggle camera controls rather than having to hold down right click. You have the same freebie basic attack, the same small skill bar, the same cooldown only skill management, the same dodge system (complete with stamina meter worth two dodges), the same red circles, the same shadowstep and stealth system (although those are generic across the entire genre), and the same tab targeting.
Only Neverwinter also suffers the drawbacks of…
*Potion spam
*Lack of skill choice
*irrelevant weapons
*Virtually no build customization
*Inability to use most attacks without a target selected
(edited by Arkham Creed.7358)
Add Underworld and Fissure of Woe as their own dungeons
All shadow weapons skins from GW1 will be in Fissure (with new weapons skins like pistol, rifle etc.. added). The shadow weapons will be rare drops and trad-able.
A whole set of chaos skins will be added to fissure as well (BOTH weapons and armor). The chaos skins will be the collectible weapon/armor. The chaos armor will glow in areas like a chaos axe (kind of like the fire in areas of the char dungeon armor).
Storm and ghost skins added to underworld.
Storm is the collectible weapon/armor and ghost is rare drop for weapons.
I’d make a Suikoden and Shining force MMORPG
I’d do whatever is necessary to bring the professions into balance – whether that be hiring more people to help with balancing profession or improving the performance of those who are already tasked with that job.
Everything else about the game is, at the very least, passable. Except for the horrible balance issues that exist almost NINE months after launch!
Every MMO has balance issues, especially at launch, but I’ve never seen one with such egregious disparity between character classes.
If you haven’t seen MMOs with this kind of poor balance, you haven’t looked. Frost mage anyone?
What about frost mages?
People in WoW whine a lot about raid DPS, but every class can at least solo through leveling content and contribute to heroics in a meaningful way.
There is no class in WoW that is so weak and unbalanced that they require ten times the effort needed to play any other class just to be ho-hum decent.
I’m going to add more hairstyle options to the Asura/Charr/Sylvari and I’m going to make chairs interact-able!
Hey everyone is entitled to their own opinions and you’re certainly welcomed to not like Guild Wars 2, I’m just saying that from my perspective Neverwinter combat is actually dull, among the most dull “action combat” I’ve ever played in fact. And yet when you stop to think about it there are actually few functional differences between the system of that game and this one, with most just being the way the controls are presented.
I guess mobility means a lot to me.
It’s all about perspective wherever you go. I like guild wars, this game has potential and there is a lot of things I love about it(level scaling, open world) and quite a few things I really hate about it(off hand rarely gets used, misplaced weapons), I will admit there is a lot of crap about Neverwinter that I really don’t like such as convenient zooming & weapon variety. However I’m more tactical along the lines of “choose wisely” but not turn based…. bloody turn base games. I’m farrrrr too impatient for things like that.
(edited by Nightarch.2943)
start producing gw3 with the easy money made from gw2 and make gw3 be what gw2 was suposed to be.
It’s all about perspective wherever you go. Hey I love guild wars, this game has potential and there is a lot of things I love about it(level scaling, open world) and quite a few things I really hate about it(off hand rarely gets used, misplaced weapons), I will admit there is a lot of crap about Neverwinter that I really don’t like such as convenient zooming & weapon variety. However I’m more tactical along the lines of “choose wisely” but not turn based…. bloody turn base games. I’m farrrrr too impatient for things like that.
If I may…where is your choice in Neverwinter? I’m not trying to bash the game, I honestly felt my level choice to be much lower then in most when I played it. Perhaps we are talking about two different thing, but I found not being able to chose your own skills and build to pretty much kill any sense of choice I had in that game. If however you mean choice in combat….I play an engineer; you’re not going to find more combat verity than that. At least not in my experience.
Remove feedback bubbles, retaliation, confusion and other abilities that reglect damage from WvW. As a ranger, I always injure or even kill myself firing Barrage on zergs due to retaliation, breaking aegis (causes burning if specced right) or confusion. It is hands down the most frustrating, fail mechanism I have ever encountered in a game, bar none. Instead of punishing players for clumping together it punishes you for shooting at them. Amazingly dumb idea.
If I told you there was a PVP game out there where every time you shoot at the enemy, you damage yourself, would you play it?
My first move would be to add proper variety to character creation.
Humans:
-Females that don’t look anorexic
-Females who actually have some muscle mass
-Males who don’t look like steroid addicts
-Males who have body hair
-Scar, blemish, and bodily flaw options for both genders
-More facial variety
-Eyes that are actually dark brown or black
Norn:
-Male head size needs to increase
-Females need heavier, more muscular options
-Females need to look less like Barbie, and more like NORN
-Scar, blemish, and bodily flaw options for both genders
Charr:
-MORE HEAD OPTIONS FOR ALL
-MORE HORN OPTIONS FOR ALL
-MORE HAIR OPTIONS FOR ALL
Asura:
-More ear options
-More face options
-More hair options
Sylvari:
-They’re the best off, but still, more hairs and faces
….Once that part was completed, I would set aside a specialized design team to make more armors that fit the charr body types, and fix all tail clipping issues
…..By that point I would be a very happy lead designer, and I would go to bed proud of myself.
EDIT: I would then wake up the next day with a brilliant idea! Scrap all the male armor and replace it with hot pink thongs, three sizes too small, and sparkly nipple pasties with neon tassles. Of course there will be variety! Your pasty tassles can be neon green, or neon orange
(edited by Weindrasi.3805)
I’d focus on adding more functionality to guild, improve leaderboard, bring armory to the web site. Then revemp all the dungeons, fix the final boss fight, push out party finder, bringing more strategies to world vs world, and push out spectator mode for PVP……etc.
There’s a problem with heroes in the open world. Imagine 200 guys all with heroes. Now imagine the lag. It’s just not reasonable for an open world game. If you’re really adding heroes, you’re going to have to make the entire game instanced.
Unless your game is Star Wars: The Old Republic or Neverwinter. Both of those games have companion characters and seem to work fine. The SWTOR ones are even customizable. Heck, I once played a free-to-play that was entirely built around the concept of companion characters. Literally everyone in the game had to have one out at all times, and it wasn’t instanced.
In SWToR were those companions all with you in the open world?
Yeah, that was kind of the mechanic. You could recruit companions as the story progressed, assign them skills, change their appearance, and have them tag along during quests, while farming, of course in instances, while exploring cities, and pretty much in everything but PvP.
Then they must have had fairly low map totals on people counts, or the maps were so big people weren’t anywhere near each other. Think about it.
IIRC (months from the last time I played it) it was always one hero out — and their zones did “fell” smaller…
First thing I’d do is port the game to linux, in other words, I would make an official (non-cedega/cider) OpenGL version of the game.
I would then add in GvG, Guild Halls, and better Alliances.
Finally, I would start dropping hints about what happened to Elona, Cantha, and the Far Shiverspeaks.
Finally, I would start dropping hints about what happened to Elona, Cantha, and the Far Shiverspeaks.
We know what happened to Elona, Cantha, and the Far Shiverpeaks.
Elona = Zombie Apocalypse
Cantha =Xenophobic dictatorship
Far Shiverpeaks = Dragon
Work on profession balance in wvw and pvp :)
break. I feel like they should be back by now..”
make an Oculus rift version of the game…
buy the dev kit arena net.. its only like 400 bucks lol
This
Scrap all the male armor and replace it with hot pink thongs, three sizes too small, and sparkly nipple pasties with neon tassles. Of course there will be variety! Your pasty tassles can be neon green, or neon orange
Hire this guy!!!! LOL