CDI- Character Progression-Horizontal
1) Personal Housing/Guild Halls with extensive, account-wide progression systems.
– Part 1 https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/page/6#post3410915
– Part 2 https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/page/6#post3410917
2) Wardrobe system that allows us to collect armor and weapon skins, making them into account-wide, reusable skins. This would also entail a greater focus on creating brand new weapon and armor sets that aren’t tied to the gem store, and are instead tied to new content such as dungeons, events, quests, living story missions, etc.
3) New skills and systems designed for acquiring them. Not just heal skills and utility skills: weapon skills as well. Give existing weapons new build possibilities, such as providing alternative skills that revolve around different builds/playstyles. For example, taking a weapon that’s currently very condition-focused a more power-focused skillset, or vice versa. Or a skillset more focused on damage a selection of skills focused more on control or support. These could work the same way utility skills work now, where you can switch them out at will. Make acquisition of these skills involve content in some way, not just pumping skill points into them.
1) Mounts. Earn them through multiple avenues: achievement points (20,000+), make them purchasable, have order exclusive mounts, and have them drop off of bosses.
2) A wardrobe system for all of our acquired skins. I only have 2 characters and primarily just collect half the backpack skins and weapon skins you guys come out with but for those people who support you by buying those additional character slots and and those extra skins, cut them a break and give them something nice: account-wide wardrobe.
3) Questing. More importantly, quests tied to your story. Create a system where you will be contacted in your home instance by a representative asking you to hunt down a dangerous individual for the Vigil, spy on an important person for the Order, or investigate ancient ruins for the Priory. Tie it to the character so that, once again, people can earn multiple rewards, have them payout a small amount of gold, and tie them to existing content. Namely, tie them to mini dungeons, world bosses, guild bounties, etc. Maybe throw a few achievements to that.
That to me would help players expand without necessarily having to bump the level cap. If you let people grow in their story and by giving them things like mounts and a wardrobe, people will be inclined to play more by virtue of the fact that they’ll have a reliable avenue for gold via the order quests in order to try and get more of these things. Obviously I know you guys take great strides to keep the economy in tact (and I love it – no uber inflation) but giving some people just a nice, simple, reliable way to make a small amount of gold goes a long way towards helping them reach a nice weapon skin or armor skin.
1) Extensible ascended equipment: A system to unlock stat combinations on ascended items. A fully unlocked item can be used in place of a legendary precursor. Also please do not introduce tiers above ascended. (https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/page/4#post3408529)
2) Personal story and personality in the open world: Make these things more visible. Add order specific events, exclamations (https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/page/3#post3407215) and the like.
3) Player housing: Not much to say about this, I just refer to the numerous great suggestions in this thread.
1 – More Weapon skills. At least 1 Option to alternate the fixed 1-5 weapon skills. They will alternate the basic skill’s function without making it stronger. (Necro Staff #2: Remove the regen but add 2 bleeds)
2 – More build relevant elites.
There should be an elite shout/consecration/symbol/meditation for guardians i.e
3 – Options to alternate existing armors with particle effects.
For examle frost aura or flames…
Other than those, there are some very nice ideas in this thread. I disagree on many things to be a priority for example mounts or generally more armors and dyes… Those would be secondary from my point of view… But all these rather basic ideas would not hurt GW2
DIVA
PS: Thx Chris for caring.
(edited by D I V A.6018)
1) Some kind of Skin unlock system. Permanent. Accountwide is even better. Gotta catch’em all.
2) Revamp of Title system: Something with ‘grind-titles’ like GW1 had.
3) Full focus on skins: No need to put better stats in the game (ascended), there are already thousands of games that have such a progression. GW2 should be niche as GW1 and set the full focus on skin/appearance only. You can’t make everyone happy anyway.
Instead of scaling individual character power output, i think Arena net should focus on increasing the difficulty of content, by making it utterly impossible to solo end game content, and to scale content and participation requirements such, that a simple 5 man team can not cut it.
There are many ways this can be done, let me suggest two;
1 – increase group size to 10 and balance new content from that perspective. When the currently off limit areas of Tyria is made open, scale the open world exploration such that you must be 2-3 players to have even a slight chance at making it.
Say you open up 3-4 new areas, these areas are considered end game content, require dynamic and continuous group play to even REACH a quest or town, let alone survive on the road. Then once it is time for opening up new areas of the game, you can increase the character level first and foremost. Opening up yet another trait line (Legendary line) which has epic OP effects but cost 3x the trait points. (just a wild suggestion)2 – Currently, most content is balanced on a 5 man group. The rewards and difficulty would indeed be appropriate if events only had 5 people attending. However we have upwards of 40+ players on some events. This means that the content is too easy and the reward too great. Fixing these “hotspots” of activity will not do the game any good in the overall sense, it will only drag out the time it takes to grind. And people will always grind.
In the promotion of the game, Arena net claimed to have a very dynamic quest system. I liked how it was marketed and the intention. Perhaps make World Events like bounty hunts? They suddenly appear, no fixed or estimated timer, with a short warning, kinda like current scarlet system.
This way, a champion of jormag could suddenly appear at the gates of Hoelbrak. Without warning, without any time to plan. This would increase difficulty, add a sense of “X-factor” but also make the game more immersive. The fact that we “know” when all the events will happen (it’s random, but not random enough) and where, that kills off some of the fun. By making a global world event or perhaps a global event? that requires certain groups to defend/defeat nodes, while others take down bosses? Stuff that forces a group to spread out, thus making content indirectly more challenging due to the lack of focused DPS.I would have to strongly disagree with this. Why punish players who venture out into unpopulated areas of the game with quests that are impossible to complete? I think that there are enough unpopulated areas that I would go as far as to say that group events should scale down to a single player if no one else is around.
On the other hand I like the idea of instanced 10-12 man content, similar to the Deep, FoW, etc. But for open world, I don’t think it would ever be a good idea to mandate that a certain number of people be required for any of the events.
The idea is not to punish the players, but to avoid power creep.
The issue with power creep, which you are probably very familiar with, is that it wrecks havoc on the PvP side of a game. And let us just all agree that Arena Net’s balancing team are not exactly showing a prime example of equilibrium here. So while some professions like thieves, mesmers and engineers might get the short end of the stick in open world, professions such as ranger, warrior, guardian, necromancer and elementalist would get the short end of the stick in PvP/WvW.
So to avoid a direct power creep, one could introduce my idea. Initially, GW2 was promoted as a “teamplay” oriented game, where individual play would be ineffective compared to teamplay. This is true, and my suggestion is only evolving upon that design philosophy.
Realistically speaking, one man can only get so far on his own. A group can get further, and when you get a zerg the sky is the limit.
Anet has stated that they do not wish to introduce another tier of armor. Yet progression of the game will demand a power creep, or else, players and the developers will end up stagnating and become saturated.
Currently @ some T1 server in EU
Morning/Afternoon All,
Lots of ideas and discussion. I think it would be useful now to list your top three favorite ideas with either a link to your favorite description of that idea in the thread or a single sentence description of your own.
Let’s start to refine the ideas, filter and reduce them down the core of what makes them great in your opinion.
Chris
Just one link is all I have for now. It’s what I view as very important.
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
1. Player housing and everything surrounding it, going from possible new crafts to make furniture etc, in extension same system for guild halls.
2. Faction quests, in first instance for the orders. It is not because you have beaten 1 dragon the order just ceases to need your help.
3. Skills, ranging from completely new weapons, customizing the look/effects of the skills and actually having to complete certain challanges to collect new skills that are not class specific.
1: Housing/Guild Halls.
Tied to this would be ways to earn/build furniture, find trophies and things like that. It would be a plus (though most likely impossible) if there was some way to actually have player housing in other areas of the map. I’d love to live in Ebonsbane.
2: Faction standing.
This might be standing with an order, a race (like quaggans), an organization (like pirates) and things like that, earned by doing various things and with special rewards like armor skins, weapons and titles. You might get people or objects for your home instance as well.
3: Fishing.
Enough said. We need fish to cook, you have a wonderful world, and I want to sit down with a cozy minigame of fishing. You might even have the ability to mount big ones as trophies for your home.
I would have to strongly disagree with this. Why punish players who venture out into unpopulated areas of the game with quests that are impossible to complete? I think that there are enough unpopulated areas that I would go as far as to say that group events should scale down to a single player if no one else is around.
On the other hand I like the idea of instanced 10-12 man content, similar to the Deep, FoW, etc. But for open world, I don’t think it would ever be a good idea to mandate that a certain number of people be required for any of the events.
The idea is not to punish the players, but to avoid power creep.
The issue with power creep, which you are probably very familiar with, is that it wrecks havoc on the PvP side of a game. And let us just all agree that Arena Net’s balancing team are not exactly showing a prime example of equilibrium here. So while some professions like thieves, mesmers and engineers might get the short end of the stick in open world, professions such as ranger, warrior, guardian, necromancer and elementalist would get the short end of the stick in PvP/WvW.
So to avoid a direct power creep, one could introduce my idea. Initially, GW2 was promoted as a “teamplay” oriented game, where individual play would be ineffective compared to teamplay. This is true, and my suggestion is only evolving upon that design philosophy.
Realistically speaking, one man can only get so far on his own. A group can get further, and when you get a zerg the sky is the limit.
Anet has stated that they do not wish to introduce another tier of armor. Yet progression of the game will demand a power creep, or else, players and the developers will end up stagnating and become saturated.
I agree that I would love to see a better sense of teamwork in PvE. Instead of a trinity of classes X,Y,and Z, you should still need some combination of damage, tanking, and support, but any class could fill that role if properly traited. I think this should be done more in dungeons and any other elite areas to come. The problem with enforcing this in the open world is that there are simply too many servers and too much spread out space to ensure that you will always be able to play with other people. And again, the guy who starts GW2 a year from now gets punished, because in all likelihood the content that he wants to play will already be left by today’s playerbase, and will be impossible to complete without a Heroes/Henchmen system of GW1. I think your suggestion would work really well if servers could somehow be merged, but in its current stage I couldn’t imagine having to wait for additional players in order to complete content.
1. Housing: the way that has been described before by many players that gives the ability to everyone to create as much as possible
2.PvP can become a very good end game with horizontial progression but first there are things that got to be fixed
3. WvW, same as PvP and also i got a link here that has very very interesting ideas about how to make WvW more entertaining https://forum-en.gw2archive.eu/forum/game/suggestions/Lets-make-WvW-more-FUN/
Edit: i just want to comment please please do something for PS there is a thread i made asking people even if they bothered finishing PS and most of them didnt. https://forum-en.gw2archive.eu/forum/game/gw2/Am-i-the-only-one-that-hasn-t-finished-PS/
(edited by Immensus.9732)
The three…er, Four Biggest things asked for so far in the last two pages have been (in no particular Order)
Guild Halls/Player Housing
More Weapons/Skills/Weapon Skills
Orders/Faction Standings and quests
More Visual Customization
Falling somewhat behind but still highly requested are these::
Lore System
Skin Locker
Making Race and Personality/choices matter
Redo Title System
Legendary Dyes
Fishing!
….Mounts
I grouped some together because they are very similar (guild halls and player housing for example). I probably missed something, but I’m going to make a post tomorrow morning making a Tally of everything so we know how much something was requested exactly.
I don’t know if it’s been brought up. One option for new weapon types would be skill points per wpn skill unlock. Example 5skill points to unlock skill slot one, 10 for slot 2, 15 for 3, 20 and 25 for slot five.
1. Please add better elite skills that dont replace your whole skill bar. Elite skills should be more like the ones from GW1!!
2. More traits and possibly stats for control and support oriented chars!
3. Please more weapon skills for all chars before you add more weapons!!! Maintain their feel but give us a choice….
Thanks you ^^
Hmmm my top 3 ideal updates…
1) Dyeable Weapons
Self explanatory really. We had this in GW1 and I feel it is a MUST HAVE update in GW2 so we can all truly stand out from the rest. Customization is one of the main elements in making me happy in gaming.
2) Legendary/Exotic Dyes
Dyes that apply particle effects/animations etc.
3) Bring back GW1 Weapon and Armor skins
So many of us who played GW1 miss obsidian ritualist armor, or the tormented shield for example. It would be amazing if we could obtain those again in GW2 as rewards through forms of currency (badges of honor, karma, dungeon tokens, fractal relics etc.)
(edited by Zaoda.1653)
1. Improved/ revamped character progression system
The most developed of them all, the trait system, is very passive. The other one, the skill system, stops being exciting very early in the game, the moment you get all the 3 utilities you need. I would like to see an improved, more exciting system, with a different design approach to elite skills, with skill hunting and flavored quests that unlock skills, with more-useful non-profession skills, etc.
2. A revamped/ improved skin/ equipment horizontal progression system
This means a skin locker, craftable skins, changeable stats, more account-bound and less soul-bound dyes and equipped items, legendary dyes, ascended runes/ sigils (instead of the boring +5 power infusions), possibly means to customize skins, and even a skin pass to technically improve the models of many already existing skills.
3. A more interesting approach to world exploration
With more challenging encounters, exciting new dangers, unique rewards, collectible lore and bestiary books/ text unlocks, an expanded guild system, new types of quests to do, etc.
Morning/Afternoon All,
Lots of ideas and discussion. I think it would be useful now to list your top three favorite ideas with either a link to your favorite description of that idea in the thread or a single sentence description of your own.
Let’s start to refine the ideas, filter and reduce them down the core of what makes them great in your opinion.
Chris
1.) Ascended Stat Swapping. Necessary alt-love in my opinion. The other method would be like what Izzy was talking about with future sets for the account costing way less after one set was craft-able. More ways for Ascended to drop as well/more places to get/earn it than just crafting. Unique Fractal Ascended set.
2.) More unlock-able Unique Achievement Tab Items (Dyes, Armor, Weapons). I would like to see existing pieces have their sets be completed and dye-able.
3.) New traits, utilities, weapon skills, races, professions etc. 2 week updates are missing these things to make 2 week updates feel like an expansion. Expansions to me are horizontal because of the things added to existing professions and the things added therein.
Morning/Afternoon All,
Lots of ideas and discussion. I think it would be useful now to list your top three favorite ideas with either a link to your favorite description of that idea in the thread or a single sentence description of your own.
Let’s start to refine the ideas, filter and reduce them down the core of what makes them great in your opinion.
Chris
This is going really well. Let’s stay focused on this for a little longer so folks have time to respond before moving onto discussions around proposals.
Chris
- 1 – More Visual Customization + New Wardrobe/Collection system
I understand that making armor takes time, but that’s what makes the reward worth anything. Anet needs to know that Gem Store armor is not progression, It’s buying a product. That said, most if not all armor should have a visual progression like the fractals back piece. But instead of a single look, make various upgrade styles so that 2 players can where the same armor but have diff flavor. Use the flamekissed as an example. Easy to make shader reskins with tiny particles but with necro/holy/mesmer/water variants. this makes sets that are meh fit you flavor a bit more.
The Personality system should be visible in your character’s stance & expression, not just text that effects nothing. Titles/Achievements should be various medal & awards on your character. Personal story should change how your character looks. specific scars, a branded arm, a trinket from a dead friend, a mini pets that make sense in the lore (baby devourer you saved in a story, a orphan little kid you’re training, a chicken from your farm, a spectral bear that was a blessing from the spirits) rather than a shrunken Logan Thackary. Custom attack animations etc.. customization rather than just more armor need to be added to show your character’s history.
It’s imperative that a wardrobe system should be in place before all this. attached a mock-up below.
- 2 – Housing
The current housing just doesn’t work & adding new mining nodes & mini games is not what we want from housing. We want to choose our location, choose the building we make, _choose_what is in it & choose what we can do in it. Not just dropping things onto hooks & “place here spots” people want Housing is fun because it’s creative & reflects us. Having the pre-defined area with some nodes just doesn’t work.
- 3 – More Skills, Weapons & Ways to Fight
More stats isn’t fun. It’s an end goal but it doesn’t make things more interesting, just more effective. Give us more ways to fight & make it looks cool & unique. After a year & no new abilities when players expected an entire expansion takes it’s toll. Maybe even new ways to interact with the world in general..
I think a lot of this progression should come from doing new content that is on a new continent or added into the world to flesh it out. Content like: Epic jumping puzzles/mazes/collections/Epic Quests/Achievements. Dungeons are ok, but currently ALL but the newest dungeons need a pass to make them on par with current standards.
in conclusion: I want to SEE my progression in game.. not un the UI.
(edited by DarksunG.9537)
Morning/Afternoon All,
Lots of ideas and discussion. I think it would be useful now to list your top three favorite ideas with either a link to your favorite description of that idea in the thread or a single sentence description of your own.
Let’s start to refine the ideas, filter and reduce them down the core of what makes them great in your opinion.
Chris
This is going really well. Let’s stay focused on this for a little longer so folks have time to respond before moving onto discussions around proposals.
Chris
I agree.
What I think we need to focus on is how quickly or possible some of these ideas are to actual implementation. Some of these ideas sound really cool, just not practical.
Anything that asks for new content, you could probably expect at least 3-6 months until it could hit live if they started today.
(I don’t know the exact timescale, but development is hella time consuming)
I feel what should get priority are the suggestions that would have a lot of impact, but rather little development time or resources, such as ones that recycle already existing content.
-
Probably one of the single best examples is the Skin Wardrobe idea.
The skins already exist, we even have the sPvP locker which is effectively the same thing. We have separate skins items that can transmute equipment visuals, and bank/item spaces in order to store them.
Everything needed to do this already exists, and yet it would have a profound effect on players that like to look good or change their look occasionally, or just like to collect stuff.
If this was in the game, I would collect EVERYTHING!!!! I’d actually have something to do at max level for once.
And it’s easy to monetize, sell wardrobe space.
-
As to some of the other suggestion, we might need your help Chris ball-parking weather or not it’s even practical from a developer time frame/resources perspective.
I let the flamesticks poke me into oblivion for saying;
“I’d rather have a top 3 list of things that could actually make it in the game with existing technology and not having to do crazy amounts of extra coding, than having a top 3 list of things people want in the game just so without any further thought.”
°bracing°
My Turn!
Skin Closet: It’d be awesome to store skins you’ve found/bought and change your look whenever you want.
Houses/Guild Halls – A cool place to decorate and call our own and a place for our Guilds to meet and hang out.
Rewawd Quests- Like the GW1 quests, except they are optional and unlock specific Skins or Skills.
I let the flamesticks poke me into oblivion for saying;
“I’d rather have a top 3 list of things that could actually make it in the game with existing technology and not having to do crazy amounts of extra coding, than having a top 3 list of things people want in the game just so without any further thought.”
°bracing°
Maybe if Chris tells us his three things, that will give us an idea of where to direct the discussion?
Are you willing to share, Chris?
Morning/Afternoon All,
Lots of ideas and discussion. I think it would be useful now to list your top three favorite ideas with either a link to your favorite description of that idea in the thread or a single sentence description of your own.
Let’s start to refine the ideas, filter and reduce them down the core of what makes them great in your opinion.
Chris
1.) Order quests/ranks/progress/rewards
We spend a large chunk of the game (level 20ish to 50ish) learning about, working with, picking and then, to some extent, coming to represent an Order. We then throw the whole Order segment of the game in the trash and never speak of it again for the most part until you are high enough level to wear the Order armour (assuming you even remember where your Order HQ is by that point since you probably haven’t been there for 50 levels). This is a built in source of inspiration and material to draw from, and it’s already in the game. There wouldn’t be a need to create a bunch of new stuff, just use what is already there and expand on it.
One caveat of this is that Order related quests and rewards must be kept to members of that Order. Maybe have a few introduction quests for each Order that any character can do, and maybe include the Pact as a quest source at some point, but keep the Orders to their members.
2.) Zone/region specific rewards and tasks
Another fairly simple one that could have big benefits. Break down each region (or even sub region) with separate monster kill, heart completion, exploration, etc. tasks and reward titles/items for completing them.
3.) Sub-Classes and/or Class specialization
I think, given the more open ended aspect of GW2’s class and combat systems, this is a natural fit. I can’t necessarily point to one post that’s said it right or another, but it’s definitely something I think should be explored and added to the game.
Side note: As I posted a long time ago, on top of all of the above, the game needs a proper cosmetic system. Without it, any use of cosmetic items to sell horizontal progression or other new content is instantly neutered of much of it’s appeal.
1. Dual Crafting/Boss Crafting — The idea of combining your profession choices or boss drops to create unique items/skins for armor and weapons (Armorsmith+Huntsman makes Ori-plated Longbow)
Dual crafting is mentioned somewhere early in the thread, but I can’t seem to find it. Additional examples of some dual-crafting possibilities: Jeweler+Armor/Weap Profession could make jewel-encrusted armor and weapons with a recipe at the jeweler’s station that includes the outer-plate pieces of armor but the armor is crafted at the armorsmithing station; Chef+Armorsmith makes alcohol at the cooking station with a recipe that includes a copper pot crafted at the armorsmithing station.
2. Visual Customization of Weapon Skill Animations/More Weapon Skills — Changing colors, adding additional particle effects, or even some new dodge animations
3. Skin Locker — I mostly approve of this for one-time obtainable skins like LS skins and perhaps a limited number of uses for gem-store skins (sort of like permanent finishers versus one-time use finishers) but not necessarily craft-able or karma-vendor skins
Below are a few ideas I wanted to add to the discussion but I waited too long (wanted to make sure they hadn’t been mentioned already so I had to catch up on all the posts in this plus the vertical thread). So, take look if you’re interested in a few more new possibilities:
- Rewards increase for completing consecutive dailies (always gain 1 more silver per consecutive daily, but at longer stretches add in new rewards like perhaps choosing one piece of a gem-store armorset (gloves, chest), or more jugs of karma, or tier 6 materials, or black lion keys, or after a LONG while (180+ days) choose your precursor)
- Adding additional methods to purchase gems (i.e. Laurels, dungeon tokens, karma; or be able to get gold using those items?) would be most useful if the majority of new skins were only going to be available via the gem store.
- Adding one piece of an armor set to the game at a time. I would rather have one beautifully designed chest piece that has been specifically tailored for each gender of the five races, than one full armor set customized to humans and extrapolated to the other races with clipping issues etc.
- Add ascended tier armor to dungeons for three times the number of tokens currently needed for an exotic set (at the rate of three different paths per day, this would take approximately the same number of days to get a full armor set as you would via crafting). Possibly make flashier skins for this tier, or not… whatever floats your boat.
very inspiringthread here i like it
top 3 i like to see
1: Templates/Changing Stats on Ascended Armor:
In an earlier thread anet mentioned we will probably not see any legendary Armor, which is okay, but legendary weapons can Change stats, so i think upgrading a asc armor to Change the stats would be cool, maybe unlockable via mystic forge, the asc Piece, a Piece of the stats we like to have on exotic and two other items.
When it is possible would be very cool too when we have a “Rune locker” on this set,i think for example Dolyak is good on Soldier but not on assassine. The Same for legendary Weapons with sigils
2.Accoun bound dyes
3. i really like the idea of Boss specific armors and all in all more skins
Top 3 i never want to see
Mounts: why we should Need this, just why other games use it? I could have no respect to a Player riding on a moa
Sub-classes: Gw2 is NOT gw1. the current state of Balance is hard to handle for anet and u want that they have more work when other classes can use other traits too? wanna see a thiefe with PU? A shatter with unexpecting foe? A tank ele with Bark Skin?
I think anet will never do this because it will be not good for the game
new skill effects in PvP:
would be not cool to learn hundred of new effects to know what the foe is doing, no prob for PvE
to Particle effects…mmh nice ideas really i like it, specially the one idea with buying it from dungeons…but do anyone know how it should work together with legendarys auras? flame Aura on frostfang? Lightnings on Howler? Ist cool for People without lgendary, but with, okay ist just personal flavour
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
1. Boss Materials and Crafting – World bosses drop unique materials that you must collect several of in order to craft a unique armor/weapon skin that resembles that boss. I’m a huge fan of the Monster Hunter series, where you can craft and make your appearance based upon what you hunt. Unique armors like this would be a good way to show off a player’s accomplishments. I would only implement this for World Bosses that have multiple mechanics and are quite difficult (Tequatl). It would be great to see all the bosses revamped at some point.
2. PvE Skin Locker and Skinning Modularity – Skin locker for LS is self-explanatory. By skinning modularity, I’m referring to the ability to modify gear slightly. You know, remove a sleeve here, add another feather shoulder to the other side, etc. I understand that the armor skins are modeled as individual pieces (chest, legs, etc ). I am simply recommending these pieces be split into smaller pieces. For example, a leather/medium armor chest piece ( we’ll use the magitech as an example ) has a sleeve portion and trench coat/skirt portion attached to the main torso. Allow a player to remove one (or both) sleeve(s). Or maybe be done with the coat/skirt lower portion. Speaking of, less medium armor coats, please.
3. Weapon Skills – Some weapon skills are completely useless on the weapons they exist with (take a dagger/dagger thief’s Death Blossom as an example). It would be wonderful to have many more swappable weapon skills (and skills in general). Classes also need more variety and balance for elite skills. There’s a reason most players only use one or two of their elite skills [ever].
I’ll just write down my top 3 without suggestions, so that we first can understand what to focus on.
I feel it’s kinda pointless to write down an essay if at the end of the day our 3 choices as single players won’t pass the selection.
Once Mr. Whiteside will tell us what They feel it can be improved in an acceptable amount of time among our proposals, then we should start to discuss the 3 topics.
1)Visual Customization
2)Rewards acquisition
3)Guilds enhancement
Oh yeah, my top three…. duh.
1) Skin Wardrobe: Self explanatory.
2) Account Bound Dyes: Again, simple.
3) New Skills/Weapons: Specifically in such a way as to bring up Support and Control to be on equal footing with DPS, because it’s not even close.
I guess that will do.
So, here’s my three (although I’m cheating a bit by having three categories I think are most important/valuable):
1) More build freedom - more skills, more traits, more weapons, possibly some customisation within weapons (I don’t consider the last to be especially important, but it probably wouldn’t hurt either). Allow people who like to change builds a lot the opportunity to do so without being nickeled and dimed every time - personally, I don’t think applying a fee to retraiting actually does anything at all to help the game, but if it must be a goldsink, allow players to make a one-off payment in gold to never have to pay a retrait fee again. To put my vote in on this measure, no subclasses - feel free to make weapons and skills themed towards a subgroup within a profession, but give players the freedom to find their own builds rather than locking them into fixed boxes as subclasses tend to do.
2) More ways to customise the look of ascended equipment, especially armour, without having to resort to transmutation crystals or other gem shop items every time. There are a number of proposals that could do this – skin wardrobe, the ability to buy dungeon armour as skins, the ability to choose the look of a crafted ascended armour piece from all the skins that the character is capable of crafting, and so on.
3) Lore: One of the complaints regarding Scarlet’s story is that we very rarely find out anything about why things are happening or how they tie into the rest of the world (after months of having one in captivity, for instance, we still don’t know just who the Aetherblades actually are). For some people, finding and discussing esoteric facts about the world is a reward in itself – why not start handing out background information as part of the reward for completing certain things? Spoilers to future stories can be avoided, of course, but this would be a perfect chance to lay hooks, and there’s still a lot of stuff that could be told that would likely be common knowledge among PCs and NPCs, but at the moment we as players have no idea.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
I was just throwing it out there as an idea.
Also, With the exception of some crazy event scaling, where Anet takes the Defiant mechanic just a little too far…, I think there is Barely enough Defiant in the game. Consider that Champions running around in the game world have 3, just 3 stacks of defiance, and Champions in Dungeons have a few more. If your group (or a solo player) is seriously having trouble removing 3 stacks of Defiant, then there might be a distinct possibility that your group has a little too much Zerker in the mix, and not enough Control. A well Coordinated Group (or skilled enough Solo player) can keep pretty much any boss in this game totally locked down with their control effects, and even a very large zerg, if they weren’t always so concentrated on DPS, could do the same. Defiant is one of the very few cases in Guild Wars 2, where DPS does not matter, so it needs to stay unless someone can think of something better.
I disagree.
I don’t know what crazy build you’re thinking of where one person can keep a boss locked down through three stacks of Defiant (a coordinated team, maybe, but the size of Defiant stacks scales). The shortest-recharge skill I’ve been able to find that controls in a manner affected by Defiant is fifteen seconds, with the average being about 25-30 seconds, with the exception of thief initiative skills of course (but they’re expensive and have very short-term control – Pistol Whip’s doesn’t even last until the end of the skill, and the 1/4s daze from Head Shot is simply an old-school timed interrupt unless it’s being used to strip Defiant). Most professions can, at most, have about three to five in their build, so while there’s some potential for repeated stuns/dazes/whathaveyous in there, just three stacks of Defiant means that in practise you have to blow all of them to get just one off, and that’s hardly stunlocking.
Far from what you seem to think, Unshakeable/Defiant is a large part of why we have a DPS>all and don’t bother with Control mentality in the first place. Coordinated dungeon teams might work together to strip Defiant from a boss so they can be controlled at a critical moment… but often just go full DPS because hey, why bother controlling when only one in six or so is actually going to work? In world events with multiple players… forget it. There’s no point even trying because some random is going to reset their defiant stacks anyway, so just DPS.
Now, clearly boss mobs need some form of CC resistance or large groups are just going to stunlock them – but I think it should be something that only punishes attempts to stunlock, rather than simply making it so that only one out of whatever control effects work. Maybe make Defiant stacks decay over time so spaced-out control can work. Maybe make it so that, for a certain length of time after being hit by a control effect, later control effects have reduced effect. (Frankly, it’d be good to see everyone get that, PCs and NPCs alike – there are certain areas of the game – out of the way, but there – where going in alone and unprepared means that you WILL be stunlocked and mauled if not killed outright before you get a chance to act. Topically at the moment, five-golem spawns from presents can come pretty close for PCs playing on roughly level-equivalent maps.)
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
Account-bound dyes is that small change that could have a massive impact on alt-cosmetics. I would drool if suddenly my alts had the celestial dye I’ve brought for my main – and I surely will never buy a celestial dye for any other character. Which means that, personally, soulbound dyes are an ineffective system for me – they don’t make me buy more dyes, and they cripple my enjoyment with making alts look cooler.
If anything, account bound dyes would make me want to collect more costly dyes.
1) More armor effects (NOT in the form of “legendary” style dyes with the associated grind, but through items attainable by all via gold/gems).
2) Dyes usable on weapons and weapon (and armor) effects
3) Customizable colors on skill effects
1 Acknowledge that collecting mini’s and other sorts of side progression is also a part of fun character progression. So make sure that is in the game, not behind a living story grind or gold-grind because it’s gem-store related. (same for mounts when they ever get implemented or ranger pets.. now getting a pet is not really a game-element. It’s not dynamic enough for that)
2 Links to 1. Implement fun crafts where it’s not so that you do the crafting so you can get to the max level so you can finally make that cool item but where there is always this next nice / cool / funny item to work towards. Once again a form or horizontal character progression.
3 Sandbox elements. Thing like building houses and guild halls and so on. And once again, it should be in the game, not behind a gold-grind or gem-store.
(edited by Devata.6589)
….snippety snip….
Uh….what?
Dude, you need to seperate what I mean when I say Locked down. That’s a completely different thing from ‘Stunlock’
Ranger can have 6 Stuns/Dazes/Fears in one build, and 3 immobilizes, plus they can still keep a DPS heavy build while doing it. Are you telling me that poor ol’ me can’t keep a champion locked down and not dealing damage to me with all that while I kill it? I got news for ya, I’ve done it, dozens, maybe hundreds of times.
(Greatsword #5, Shortbow #5, Hyena x2, Wolf Knockdown attack, Wolf F2.)
(Mudy Terrain, Earth Spirit, Entangle)
(edited by Chrispy.5641)
1. Improvements to the cosmetic system
I think that refining the way we collect and store skins for use is necessary for cosmetic progression to be viewed as a legitimate and supported endgame goal. My ideal version of this would be a system that would allow us to store armor pieces for permanent, account-wide use.
If it’s not a huge technological barrier, I hope we’ll someday be able to mix town clothes and different armor weights through the cosmetic system, at least in PvE. It would expand the existing customization options greatly. I remember when previewing armor of different weights together was possible in the sPvP lobby, and I came up with some really awesome looks!
2. Player housing (and player-generated content)
If possible, I’d love to see a system with as much freedom as EQ2’s housing or Rift’s Dimensions. People have spent tons of time designing amazing areas for their characters to live in, and some players will even stick with a game solely for a housing system that has a lot of depth.
My fondest wish is for the ability to design and script our own story instances for other people to play, or to be able to create interactive items through crafting or other means that can be left in the world for others to find.
3. Greater options for character customization
This goes hand-in-hand with the cosmetic system, and it’s a pretty broad category, but anything that lets us express greater individuality through our characters would be excellent. More titles, different combat voices, ways to show off the biography choices we made at creation, tangible effects of the personality system, more idle stances and emotes to choose from. Being able to have a rough and aggressive character look and sound rough and aggressive at first glance would be amazing; right now all characters sort of express that personality in combat while their idle stance and animations are race-specific. Variations that we could unlock and choose from would be outstanding.
Morning/Afternoon All,
Lots of ideas and discussion. I think it would be useful now to list your top three favorite ideas with either a link to your favorite description of that idea in the thread or a single sentence description of your own.
Let’s start to refine the ideas, filter and reduce them down the core of what makes them great in your opinion.
Chris
1. Discoverable skills and abilities. Being able to find abilities just by playing any part of the game(and without some insane RNG percentage), would be nice.
2. Player Housing / Home Instance / Guild Halls — Make these decoratable.
3. Wardrobe – Be able to withdraw skins of any armor you have collected in game and have deposited in the wardrobe. The withdraw could cost some karma.
In regards to new skills
Here’s an idea…
New skills could be built by the player based on mastery of certain subskills (learned from NPCs) combined to create a new skill within the home instance.
Let me give an example….
The player learns fire mastery from a certain NPC in the world and later learns whirling dirvish mastery from a seperate NPC and learns jump mastery from another.. He then goes to his home instance (maybe with a dojo in it or something) combines the subskills (like discovery within crafting) and then gets a “whirling fire tornado from above” skill. Combine them in a different order and get a different skill (possibly)
This would increase exploration throughout the PVE world or dungeons (to get to the NPCs), increase the number of unique skills and provide something else to work toward after you’re level 80.
Can someone who is brave enough give us a good feedback to what the people are asking for mostly so far
1.- Housing / Wardrobe / Hall of Monuments.
The Hall of Monuments could be rebuilt as we advance in the game. The ruins of the Eye of the North could became our house. As we improve into the game, we begin to see new statues, standards, pictures,… Maybe we can open the Xunlai’s chest and find there some of the living story rewards or maybe Kimmes the Historian offer us. We can also have here the wardrobe with all our unlocked skins.
The skins and dyes should be unlocked for the account.
2.- Ascended armor and weapons. Legendary ones.
A system to unlock stat combinations on ascended items. A fully unlocked item can be used in place of a legendary precursor. Also please do not introduce tiers above ascended. https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/page/4#post3408529
More legendaries or the posibility to make our own legendary (customizable one).
3.- Character diversity and lore immersion.
More weapons to choose (e.g. swords for elementalists, daggers for mesmers, maces for thieves, staves for rangers, torches for warriors, warhorns for guardians, maces and hammers for engineers, maces for necromancers).
More skill to choose. Maybe put an utility skill in the slot of the elite skill.
More racial skills.
Order skills as a rewards for order missions (non depending your chosen order in the story).
Skill hunting doing missions for NPCs (or whatever) throught the world.
1.) Racial Titles
2.) Order Specific Events (Priory, Vigil and Whisper)
3.) Add meaning to the existing Personality System (Charm, Ferocity and Dignity)
New Weapons/Skills: Unlock previously unavailable weapons through quests/challenges given by a Weapon Master NPC for each weapon type.
Hall of Monuments: Use the HoM as a visual display of achievements as well as a place to access unlocked skins. The portal should take you to Lion’s Arch and the exit instance UI should take you back to where you were before using the portal doodad.
Skill Switching: Create an account wide progression for unlocking switchable stats on gear.
As an aside… Why did you put stats besides damage range and defense on weapons and armor anyway? Also, don’t do Hard Mode. I was not a fan. The only good it ever did in GW1 was make normal mode easier.
1) Racial Titles
+ Prestigous title like GWAMM2
2) Add meaning to existing Personality System
(Charm = Foes less aggressive; Dignity = Foes like they are now; Ferocity = Even yellow and white foes are attacking)
3) Order Specific Events
i like the meaning to the personality system,nice one guys
There are a lot of great ideas. I don’t know how specific to get so I’m going to go broad:
1. Character appearance.
Skin locker, account bound dyes, dye slots for weapons, additional faces, hair/facial hair, tattoos, glow colors, fur markings, skin markings, ears, etc (available through total-makeover kit, but added to standard creation after 4-6 months), add accessory in Hero window for dye, new armor skins, weapons skins.
2. Map Exploration.
Dynamic Events – Add more, make some of the current ones more interesting, create more significant chains of events for failure and recovery, order specific events, use personality to start events or lead events in divergent directions.
New areas – Add new places to explore in old maps, new JPs, POIs, vistas. The LW has done this a few times, but it would be nice to see it happen more frequently. New maps with new exploration achievements and new map completion title similar to change for crafting title.
3. Character build diversity.
Add progressive system to unlock new weapon types for professions and swapping for elementalist and engineers, add new traits (it would be nice to see a 4th tier with more trait points too, but it seems more vertical than horizontal) and more skills, new weapons.
1.)
2.) Spirit Dancer Mode:
In short: you toggle the Spirit Dancer Mode and from then on hidden demons, evil spirits and other evils appear in the world. Sometimes they are the ancestors of living creatures and join them in battle. They only aggro Spirit Dancers and heroes have to fight both: demons and normal creatures.
A version of a hardmode system in the open world, for people who have progressed past maximal level and world completion.
(https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/page/15#post3420201)
.I really like this idea and think it could be accomplished with the current game system. We already have similar things with the “heart” items only appearing to players that haven’t completed that heart yet. This would utilize that same subsystem toggling on “hard mode” for those that want it, while everyone else doesn’t see / interact with the “spirits”.
I am sure it will be really awkward to see players around you fighting invisible things. I am sorry, but this idea cannot apply to a open world with players of all levels but it can be applied only in instances
1. Add meaning to existing Personality System
+ (Charm, Dignity and Ferosity)
2. Order Specific Events
+ (Whisper, Priory and Vigil)
3. Racial Titles + Prestigous title, something like GWAMM
2) Add meaning to existing Personality System
(Charm = Foes less aggressive; Dignity = Foes like they are now; Ferocity = Even yellow and white foes are attacking)
This^ would be nice.
White and yellow foes attacking. This will be definitely worth to see how ferocious characters are attacked even by rabbits, frogs and chickens too. Really cool and hilarious in the same time.
I would add also: the merchants (except heart NPCs because you helped them) will run a bit away from you when you are approaching them if you are a ferocious character
(edited by Ronah.2869)
Ack I forgot this really really really important one to my list (though it seems others have remembered):
Skin locker! As per described several times on this forum and on reddit.
(I find it interesting how desired guild halls/houses are. I can’t think of a system where they’d be interesting or useful, unless guild chat was removed entirely [though keeping some type of bullitan board system] and you’re meant to see your guildies at home base.)