In this topic, you’re able to share your own opinions.
No Trolls allowed here! If you disagree with something,
say it with constructive feedback please.
Feel free to share additional your ideas.
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G A M E – M E C H A N I S M
“Be the Hero you want to be!” – Sounds great!
Not true at Guild Wars, but still possible:
Sad, but people chosing professions because they’re not balanced well enough.
Many players asked about it, and the very most of them said they want to play with differnet professions or weapons, but they feel them weak compaired to Thieves, Mesmers, Warriors, or other weapon type.
In my concept, every profession is equal in damage & endurance. The only difference is the style, and the big winners will be the skilled players, not those who got an overpowered class with a copy-pasted build.
And there should be no much difference between the damage of different weapons, so we can use what we really want.
Please try to work out this way, so we can be what we want, not what the stats dictates.
EpicHP 1Hitter Bosses are crap
We hate it, really. Without fixing this old-fashion, the game can’t be revolutionary.
How so? I would make block & counter attack based fights, but I don’t think the game is ready for it yet. But its possible to randomize “stages” on bosses, so every stage needs a different style of tactic.
Not like at Giganticus L., running around like idiots (heroes lol).
Targeting different parts forces the boss to make unique actions. Targeting the leg make him cripple for a long time, head = dizzle/confused/blind, arm = weakness, chest = bleeding.
Another easy option is to make them big and slow, so we can dodge out their heavy damages. Please don’t use oversized effect circles that we can’t even dodge with two bars…
“VINDICTUS” MMO has very good bosses. They’re very dinamic, strong, fearful. Copy&Paste?"
Dinamical Auto Targeting
Many damage loss because of the lack of re-targeting while using a skill and the first target dies.Two new rules would make it great:
1: skill in use jumps on closest or selected target if the casted-on target dies.
2: If no next target, the skill stopps and starts to reloading.
I would make ranged weapons work with aim assisted crosshair, and TAB to lock on aiming.
Option and hotkey to swap between targeting modes.
sPvP Variety
Simple. More game type needed.
- Capture the Flag? Like in a Call of Duty. Flag runner has unique skills equipped.
- Last Stand: Team of the last standing member wins. No respawns.
- Highlander/Battle Royale: FFA. Last standing player wins. Points given in order of deaths.
- Fort Siege: By repairing and upgrading siege weapons, Team1 assaults Team2’s fort. They need to repair it by getting repair kits from the same battlefield, so they need to fight for it. After 10 minutes, the team wins with bigger chanches. (The game gives total of 100% chance spared over the two party isntead of 500 points. So if Team1 has 60% and Team2 has 40% survival chanches at the end of timer, Team1 wins.
- The Horde: The two team needs to fight-out the way amongst Risens/other enemies to a place and capture it. The first team captures the point, wins.
- Madness: Team players getting transformed into other profession every 20 seconds. First team reaches 500 points, wins.
In some case, players should be skinned as pirates, soldiers, skeletons, monsters, etc. For the feeling."
Music Mixing Rescript
I can’t find a reason why MMO games has bad sound mixing. GW2 isn’t different.
In my concept, music loops should be split and triggered on easy trackable situations:
An area type has minimum 3 basic music loop and some bonus on special areas.
- Ambient music that fits well to the area’s style. (Forest, Hills, Desert, Wasteland, City, etc)
- When engine detects enemies nearby, a new loop sound will start. It prepares the player to the danger. The closer the enemies are, the louder this sound is. If it gets far, it silences.
- When player enters combat (takes tamage), the battle music can be heard silently in background,
and when player DOES DAMAGE, it becomes loud. Inspire the fights greatly.
These sound files are like layers synced to each other, so in danger and fight, we’ll get perfect mixing on situation. See attached pic:
“A man chooses; a slave obeys.” | “Want HardMode? Play Ranger!”