Collaborative Development- Request for Topics

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Posted by: Chris Whiteside.6102

Chris Whiteside.6102

Studio Design Director

Next

Hi All,

Recently we spent some time discussing the concept of collaborative development with some of our community. The thread can be found here:

[url]https://forum-en.gw2archive.eu/forum/game/gw2/Collaborative-Development/first[url]

We talked about rolling out a new process in which over a set time period we can discuss design philosophies behind the main components of Guild Wars 2.

The first part of the plan is for you all to list the top three sections of this area of the game that you would like to discuss:

For example for PVE your list might be:

1: Living World
2: Roleplaying
3: Ascended items

After a couple of days we will choose the number 1 topic in each area and then create the threads within the specific areas for us all to discuss, brainstorm and share our opinions on.

Chris

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Posted by: Vol.5241

Vol.5241

1.) The DR mechanic and it’s impact on players who wish to farm
2.) The lack of new and varied armor sets
3.) Rewards for time and effort

edit: (Any chance you can also open a topic for the economy/BLTC?)

[Permabanned on Forums]
[Currently Inactive, Playing BF4]
Magic find works. http://sinasdf.imgur.com/

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Posted by: whyme.3281

whyme.3281

PvE:

  • Condition damage Cap (making condition builds viable in parties)
  • Class balance ( balance between access to boons, defense and overall damage)
  • RNG (loot luck of some people is to good to be true, compared to others)

(edited by whyme.3281)

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Posted by: Korago.7509

Korago.7509

1: World boss loot. These are GW2s equivalent to traditional raid bosses, yet the loot they drop is terrible. Teq revamp was a step in the right direction, imo.
2: RP. Player housing, more emotes, chairs you can sit in, ect.
3: Temporary content/living world

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Posted by: Atherakhia.4086

Atherakhia.4086

Class Balance and why many classes don’t seem to carry their fair share of utility or damage and thus don’t get the same attention by groups looking to do PvE content.

Player/Guild housing.

Quality of life improvements such as account wide dyes, the option to buy skins for cultural/dungeon armor at a discount if you don’t want the stated gear, getting more value out of laurels, improving the loot drop rate for gear off hard encounters (like tequatl where I’ve ran him 20-30 times and have only 2 sunless runes as my reward).

(edited by Atherakhia.4086)

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Posted by: Galtrix.7369

Galtrix.7369

PvE:

1: Loot RNG
2: Class Balance
3: Rewards (For anything in the game)

[~Galtrix~] [~Level 80 Elementalist~] [~GoM~]

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Posted by: smitske.4912

smitske.4912

So many stuff I want here.

1) More guild functions such as guild castle etc.
2) Expanding current possibilities (eg more weapons/races)
3) LS and how its tied together but doesn’t show

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Posted by: Naus the Gobbo.5172

Naus the Gobbo.5172

1. Armour design – please remove armour restrictions. Let everyone wear light, medium and heavy armour – it would allow so much more costumization.

2. Living story – Are you actually able to produce the same content as expansions such as new races?

3. sPvP – why do you refuse to add more modes?

What we do in life echoes in eternity
http://www.youtube.com/watch?v=T6zkT2uZAGA – GW2 – A world of wonder

(edited by Naus the Gobbo.5172)

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Posted by: TooBz.3065

TooBz.3065

PvE:
1. Ascended Gear
2. Alt Friendliness
3. Grind / Farming Requirements

Anything I post is just the opinion of a very vocal minority of 1.

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Posted by: Harper.4173

Harper.4173

PVE:

1)New armor skins
2)New zones and more lore
3)Higher difficulty and higher reward content ( e.g. Hard Mode).

If here they fall they shall live on when ever you cry “For Ascalon!”

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Posted by: Mesket.5728

Mesket.5728

1) Class Balance
2) Builds Balance (all builds to be equally needed/wanted on all aspects)
3) Continue the living world, affecting the world… not the gem store only.

Zerk is the average Joe build. Don’t pat yourself in the back too hard.

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Posted by: juno.1840

juno.1840

PvE:
1. Expansions
2. Time Gating
3. Grind (or as Vol put it much more eloquently: “rewards for time and effort”)

WvW:
1. Rewards
2. Balance (1v1)
3. New WvW specific skills (i.e utilities available to every profession)

Part of me thinks that someone in ANet was thinking “hey, wanna see something funny? Watch this…”

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Posted by: Randulf.7614

Randulf.7614

1) Living World/Temp content
2) Grind and RNG
3) Content difficulties and timers

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Posted by: SynfulChaot.3169

SynfulChaot.3169

1 – RP/Lore (They’re kinda entangled)
2 – Alt friendliness
3 – PvE specific class balance

Tarnished Coast – Wayfarer’s Accord [Way]
Main: Caeimhe – Sylvari Ranger
Alts: Charr Guardian, Asura Elementalist, Human Thief, Norn Necromancer

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Posted by: rizzo.1079

rizzo.1079

1: LS and why it doesn’t seem to be going anywhere as far as an actual plot/story.
2: Personal Story, specifically changing it so it doesn’t include a dungeon.
3: Quality of Life improvements such as larger stack sizes.

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Posted by: Rouven.7409

Rouven.7409

1. Housing (Personal instance / Guild)
2. Town Clothing/“Wardrobe”
3. Legendary items (upcoming accessories, armour)

(Edit: Mysterious man with microphone approaches: “Cantha?”)

“Whose Kitten is this?” – “It’s a Charr baby.”
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”

(edited by Rouven.7409)

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Posted by: DraganBlack.7864

DraganBlack.7864

1) Rewarding skill not luck/farming
2) Improving the storytelling
3) Improving boss/mob design
4) Guild functions

The Exalted Ones [TEO]
Gunnars Hold

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Posted by: Afya.5842

Afya.5842

PVE
1) Class balance, build variety (especially in dungeon, fractal), even more specific
2) New armor outside of gem store
3) Closet

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Posted by: JonSnow.5610

JonSnow.5610

For PvE:
1. The Living story compared to an expansion worth of content
2. PvE locker for skins (Y so many backpack items)
3. The difficulty of achievements rewards in pve compared to pvp.

Many that live deserve death, and some that die deserve life. Can you give it to them?
Do not be too eager to deal out death in judgment. Even the very wise can not see all ends

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Posted by: Faowri.4159

Faowri.4159

1. Ascended Gear/max gear
2. Cosmetics and their usability (the half-finished town clothes system, the expansion of the achievement skin unlock system to other skins, etc.)
3. Guild Features esp. Guild Halls

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

1.) the lack of storytelling / depth in open-world events
2.) generic item drops
3.) lore releases in form of blogs instead of ingame

http://gw2style.com/index.php – show your look and rate others – great filters!!

(edited by Marcus Greythorne.6843)

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Posted by: CaboSoul.1204

CaboSoul.1204

1.) No mystic forge armor sets!?!? (I’d like to spend time making armor and not weapons or backpieces)

2.) The lack of new and varied armor sets

3.) The lack of dyeable weapons and backpieces

Edit: I’m glad to see I’m not the only one who thinks there is a lack of armor skins and the means to obtain new skins.

(edited by CaboSoul.1204)

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Posted by: Blackmoon.6837

Blackmoon.6837

PvE:

1. Combat mechanics overhaul. Making it fun with more depth.
2. Story and character development. How to make it more appealing.
3. Rewards. Ways to reward for time, yet not make it the primary focus for people to play pve.

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Posted by: DarcShriek.5829

DarcShriek.5829

PVE
1. Skins – I like the “Skin Bank” that is used for achievement skins. Can you do this for all skins going forward.
2. Town clothes – Can you treat town clothes as skins above?

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Posted by: Gandalf.3516

Gandalf.3516

PvE
1. Living World
2. Guild Functions
3. New, better quality rewards (example being, better reward drops from bosses, new armors/weapons added)

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Posted by: Lukas.6283

Lukas.6283

1. Armor/build variety
2. Control builds and their place in dungeons
3. Living Story

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Posted by: skullmount.1758

skullmount.1758

1: Rewards (specifically LS ones and holiday/events. Why no AP rewards panel usage for LS rewards and the obscene requirements for holiday stuff)
2: Living Story/Permanency (content wise)
3: Alt unfriendliness

Darkhaven server
Please give us a keyring…

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Posted by: Ethics.4519

Ethics.4519

1) The direction of dungeons.

RIP in peace Robert

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Posted by: SpyderArachnid.5619

SpyderArachnid.5619

1. The direction of this game, and why it changed/what is going on.
2. The excessive amount of grind added and RNG gambling via the Gem Store and drops.
3. Diminishing Returns and how it is hurting the players and not helping anyone.

Those are my three main topics.

A day without sunshine is like, you know, night.
Lady Bethany Of Noh – Chronomancer – Lords of Noh [LoN]

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Posted by: JustChris.8139

JustChris.8139

PvE:
1. RP (house, townclothes, emotes ..)
2. Skins (new armor and weapon skins, without gem shop and wearable for characters below lvl 80. without the use of transmutation stones)
3. new explorable maps

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Posted by: mojowalker.3798

mojowalker.3798

1) Living Story — multiple posts are out there, not only concerning the frequency with the updates, but the contents of the updates, ranging from thoughts on the quality of the story/lore, the actual mechanics of the various instances/missions included, to the number of achievements that must be completed in a finite amount of time to obtain the shinies.
2) Ascended Gear — while personally its inclusion in the game doesn’t phase me one way or the other, given the number of threads on this topic, it is definitely controversial and bears further discussion/review. With the cat out of the bag, so to speak, I don’t believe it could be removed from the game completely, nor do I think that’s necessary, but further discourse on how it could be obtained would assuredly be welcomed.
3) RNG — with each LS update, holiday, festival, etc., has come the quest for new shinies, whether they be backpacks, weapon skins, minis, helmets … but the backlash over those items being locked completely behind RNG chests/random drops/based off of mats from random drops (Halloween recipes) has, at times, reached near deafening levels on the forums. Coupled with many of the items being account bound has left many folks without an option to obtain them at all, since they’re luck is either atrocious or they refuse to spend gold/gems on getting the chests in the first place. How the new shinies that become available in-game is definitely something that could be looked at, as well the drop rates for different mats, rares, exos, percursors, etc.

“If you can’t beat them, get a bigger stick.”
- Some random quote -
The Walkers and the Whispers, ANVIL ROCK

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Posted by: Bright.9160

Bright.9160

PvE:

1. Risk vs Reward: mainly the fact that open world zerging bosses while spamming your autoattack is on par reward-wise with dungeon speedclears and ridiculously more rewarding than Fractals

2. Addition of new dungeons/fractals

3. Dyeable weapons

Legion of Doom [LOD] – Death ’n Taxes [DnT]
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu

(edited by Bright.9160)

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Posted by: Astral Projections.7320

Astral Projections.7320

1) alt friendliness and time gating with regards to laurels and ascended gear.
2) HM equivalent. A harsher downscaling from the current downscaling above the area level to several levels below. If downscaled more, then get better drops.
3) merging non city maps in some way, an underflow system so that areas are more populated.
4) bring back the Guild Wars 1 costume system, a wardrobe system

(edited by Astral Projections.7320)

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Posted by: Mathias.9657

Mathias.9657

For pve

1) RNG
2) RNG
3) RNG

Concerning CRAP rewards for everything I do

Back to WoW, make GW2 fun please.

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Posted by: The Lost Witch.7601

The Lost Witch.7601

1: Making encounters in PvE challenging in new ways. (Making our builds matter more)
2: Ascended gear (or the grind for power)
3: Game compulsion/addiction (And how GW2 could become a ‘good’ MMORPG from an ethical point of view)

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Posted by: ASB.4295

ASB.4295

PvE:
1. Future of stat progression with respect to gear, levels, skills, titles, etc.
2. Temporary vs. permanent/cyclical content
3. Improving AI to provide dynamic combat experiences

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Posted by: Frotee.2634

Frotee.2634

1. Build diversity in PvE, i.e. making max direct damage (berserker gear) no longer the only optimal time/effort choice for most PvE content (particularly dungeons).
2. Similarly, Condition caps.
3. New Armor skins and skin wardrobe.

Polka will never die

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Posted by: Phyxrgon.7305

Phyxrgon.7305

PvE:

  1. DR
  2. Flesh out more profession’s roles prominently, potency/viability of certain roles still do not come up to snuff— potent healing role still not quite there.
  3. Ghost town zones nobody does anymore unless linked to a world boss(Southsun Cove 99% abandoned pretty much imo).
Jade Quarrior – [HzH] [SF]

Tengu. Make it happen.

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Posted by: Anymras.5729

Anymras.5729

Honestly, I don’t really have a lot of questions about where Guild Wars 2 is at the moment, mostly because I don’t play much anymore due to a frustrating lack of bugfixing on my favored skillset.

I do wonder, though: Why not ask each profession and eventually race, individually, about their concerns? The issues of an Engineer are likely not the same as a Warrior, after all, and asking each class individually to speak their concerns to you would do much to avert the feeling of being ignored (accurate or not, it’s how some people feel).

And I guess here’s the suggestions for topics/questions I can come up with for PvE:

1 ) Living Story – What’re the chances of more permanent effects on the game world? Will further villains be as two-dimensional as those of the past, or will a higher standard be set? Will the Living Story continue to be, effectively, almost exclusively for level 80s?
2 ) Dungeons – Any more work on these on the way? They’re still not something I particularly enjoy, and I hate that the final stage of the Personal Story is forced into one. Any intent to perhaps change that last bit?
3 ) Like so many others, I am mildly concerned about class balance…especially after watching teams of heavies steamroll content that would give a varied party hell.

(edited by Anymras.5729)

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Posted by: Malin.2490

Malin.2490

PVE
1. Guild halls/player housing and how to do this.

2. Class balance (pick one class, and discuss the skills, traits, bugs, pros and cons in depth over all the different playing areas, www, pve, dungeons and pvp. I suggest starting with ranger, engineer, or necro as these seem to be the most problematic in certain areas. If you do one profession at the time, it will be easier to focus. Also, do not start with warrior or guardian as these seems to be in the best place atm)

3: Cosmetics (dyable weapons, scars and tattoos, town clothes usable in activities, town clothes usable in battle maybe with special title for completing things in town clothes)

Jamail Saoud [Nice], the man with the Drake

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Posted by: Grieve.1432

Grieve.1432

1. More Dungeons & End Game
2. Less Restrictive Time gating (ie. fewer daily tasks, more weekly/monthly)
3. More Skills & Traits

South of Heaven [SoH] – Crystal Desert
Grieve Logdan (Human War) | Rifte Torin (Charr Thief)
Feylicia Logdan (Human Mes) | Elias Foralli (Asura Guard)

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Posted by: Car.3805

Car.3805

1. Ascended gear and Alt Friendliness
2. Two week cycle of living story
3. Charr armor

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Posted by: TKiller.6829

TKiller.6829

1) Hard mode dungeons (if ever)

2) Time gating (particularly dungeons, but overall as well)

3) Party system improvements (LFG too, but LFG is still new and probably got its discussion still going on)

Defeated by packet loss.

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Posted by: Traced.3495

Traced.3495

Player housing.

I’m sure I could think of couple of more things. I’ll add tomorrow if I do. It is late.

editing:
Alright, adding two things!

Borrowing this term from few posts down since it’s better worded than I could think of: Expansion level content.

Last but not least: Roleplaying features.

let the sky fall

(edited by Traced.3495)

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Posted by: Laurelinde.4395

Laurelinde.4395

In no particular order:

PvE:
1. Class balance and performance (e.g. serious long-standing bugs in need of fixing) – this includes the utility of pets
2. Horizontal vs. vertical progression now and in the future
3. Living story vs. more permanent high-level content

WvW:
1. Class balance and performance again
2. Matchup system and server balance
3. Downed state and the rally mechanic and their place in WvW

Edit: thought of a better (and less vague!) one.

Laurelinde & Cookie/Beorna Bearheart
[TWG] – Gunnar’s Hold
Always remember Wheaton’s Law

(edited by Laurelinde.4395)

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Posted by: Remedy.8051

Remedy.8051

1) Testing / Test server / speed of releases vs quality etc.

2) Class balance

3) Guild improvements

Annoy (Mesmer) – Henge of Denravi

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Posted by: darkace.8925

darkace.8925

Expansion Level Content – When can we expect to see an expansion of the personal Personal Story (not the Living Story), complete with voiced dialogue, branching stories, Elder Dragons, etc; new, fully-developed zones (Crystal Desert, Ring of Fire, etc) akin to those in the game at release (vistas, renown hearts, dynamic events, etc); and/or new races?

Weapon Skill Customization – Will you ever implement customizable weapon skills (i.e. the freedom to swap Hundred Blades out for something else that fulfills a different function, thus leading to multiple builds utilizing the same weapon type)?

Player Housing/Home Instances – Is there anything beyond resource nodes being planned to make the Home Instance feel more personal and a worthwhile place to visit? Is Player Housing being worked on at all? Or is it just “on the table”…a concept that can be developed later but isn’t currently being anything other than potential content?

Alternate Question
If this question isn’t off the table (I imagine it is, but I’d be doing myself a disservice if I didn’t ask), I’d like to ask why the philosophical shift from “fun” to “grind” is so jarringly overt. The content in the game at launch and the content being churned out via Living Story are nothing alike, and I’m wondering if the daily log-in metric has trumped the “if it fun” metric.

I can’t imagine the developers risking a kitten storm by addressing this issue, but I feel it’s the most important issue with regards to this game’s future. It’d be a tough subject to discuss, as it may involve “hard truths”, but I think we deserve what path this game is going to be taking going forward.

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Posted by: Khallis.5708

Khallis.5708

1)Class balance
2)Build Balance
3)Gear Balance – do something so that Zerker is a CHOICE not a necessity.

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Posted by: Wolfheart.1938

Wolfheart.1938

PVE

1) Ascended gear, especially armors & weapons.
2) Living Story
3) Overflow system, especially concerning Tequatl and other open world raids.

“We have no first-person view because stupid people would lock into it”
“You can’t have more than 10 HS decks because that would confuse people”
“30 fps is more cinematic”

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Posted by: khani.4786

khani.4786

1) Guilds – Management tools mostly (but guild halls too I guess)

2) RNG/DR – Despite doing a variety of content (dungeons, farming, events, etc) with 300%+ MF I see the amount of rares/exotics in a week as a “lucky” person sees with no MF in a day. How do we fix this without taking all the fun out of getting random stuff and saturating the market.

3) Player home instance – I want to be able to put collectibles (like Sanctum model) in my home instance. And a trophy wall to display back pieces/items I’ve earned but am not using. Display case maybe?