Inspiration for Arena Net

Inspiration for Arena Net

in Guild Wars 2 Discussion

Posted by: Zelanard.5806

Zelanard.5806

I have a lot of things to say, but first: I see a lot of people complaining… Thats okay. I hear a lot of “we want this and that”… This post is not for that.
I am a creative gamer with ideas of possible, but not required, use. This is not things I “expect”. This is things that I think would be cool.
We have been told, that ANYTHING IS POSSIBLE, from arena nets side. So if we want to inspire them, lets do so now, in a positive and good way.
I have nothing to complain about, But I do have suggestions and thoughts that I want to share with the community and with the developers.

I will be adding this in 4 portions, its too long for 1 xD

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(edited by Zelanard.5806)

Inspiration for Arena Net

in Guild Wars 2 Discussion

Posted by: Zelanard.5806

Zelanard.5806

Progression
At some rate, Anet will be forced to give us something new to play with. weather its new skills or higher level cap or things like that, something we will at some point get.
However, it would be beyond frustrating if they added more levels, since it takes a LOT of work to make ascended and legendary gear. how would people feel if they were told “oh, btw, that sword you spent half a year making? you gotta make a new one, cos, its not that good anymore…”… I know a few people who’d stop playing at least.
Here is one suggestion for possible progression:

Sub classes
Each class should according to the idea, have several subclasses available for unlocking. and in addition, one racial sub class, unlocked by completing the racial storyline. The subclasses should be generic, a character should be able to switch it on the run, as with traits.

Utility and elite skills
The subclass should not in anyway add to these skills. However, they could possibly affect them, or add new effects to transformations for the racial sub classes.

Traits
Either the class trait line should be switched with a sub class trait line. OR the player should be able to chose what trait lines he/she want to use.

Weapons
A subclass should use completely different weapon skills than the main class. Thus giving access to a variety of different weapon skills, for the same weapons. These weapon skills should be optional. In a way that, once a sub weapon skill is unlocked, the main class gain the ability to rotate his/her weapon skills, making the weapons feel more free to use.
Instead of having the same 5 boring skills on the great sword and the same 5 boring skills on the staff, a guardian could chose between 15 skills for each, from his main, his racial and his first sub class. (please remember this is just a brain storm of ideas)
This would give us back the feeling from guildwars 1, where we had the freedom of setting our characters up as we wanted to.

Armor
Only the racial subclasses should affect armor. anyone else should use the same armor as they normally would.
Once equipping the racial sub class, the characters armor should be increased or decreased in accordance to the subclass demands.

Golemancer
Armorclass: Golem.
Race: Asura.
The Golemancers weapon skills should mainly focus on the golem skills we know, there’s a lot of different forms of golem skills already implemented in the game, but the main point is that the golemancer should be able to be inside his/her power suit, at all times.

Monk or Dervish
Armorclass: Light or Medium
Race: Human
Weapon:
Dwayna: Scepter/focus.
Balthazar: Greatsword.
Lyssa: Staff.
Grenth: Scythe.
Melandru: Longbow.
Kormir: Javelin/shield
The monk or dervish should have access to Powerfull healing and smiting skills and specific party boosting enchantments, depending on what weapon the character is using.

Browler
Armorclass: Medium
Weapons: Non.
Race: Charr.
The browler cant use any weapons. However, the brawler have access to unarmed weaponskills, using claws and fangs.

Shaman
Armorclass: Light
Race: Norn
The shaman, like the golemancer, should be able to stay in fulltime transformation, without taking the utility and elite skills away. In this form, the character should not have the same skills available as those of the elite. however, the skills unlocked in this form should grant the elite skills options, instead of granting weapons skill options.

Plant smith
Armorclass: Heavy
Race: Sylvari
Someone have to grow the racial weapons and armors of the sylvari. In accordance to the personal story, there are craftsmen doing this.
The Sylvari plant smith should have all the weapons available, that is forgeable by the weapon smith. And condition based skills depending on what weapon is in use.

That’s a little bit about the idea about subclasses. now im going to move on to new races

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Inspiration for Arena Net

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Posted by: Zelanard.5806

Zelanard.5806

Races

Am I the only one thinking that we will see a few of the already known races as playable? I’m thinking especially on the Tengu, the Centaur, the Kodan and the Largos.

Kodan
We know almost as much about the Kodan as we know about the Norn or the Asura. There are SO much lore revolving around the Kodan, that its driving one insane to think about it. “Life is a trial, Koda the judge and Koda the jury”, Where does this quote come from? Are there a great leader of the Kodan? or is it just small similar sanctuaries? What are the abilities of a “Voice”? I could go on but I think you catch my drift.

Tengu
These were EVERYWHERE in guildwars 1. All over tyria. The only place you could go without stumbling across Tengu, was Elona. and while we don’t know a lot about their culture, they were there… we even had one as a henchman…

Largos
Shhh this is a secret. or maybe not so secret, we have referances to this race that imply, that more lore is written. There’s a ton of information, but its all illusive, just outside of reach. we know there’s an underwater dragon, it would be fitting, to introduce it along with a playable underwater race, would it not?

Centaur
The centaurs are civilized, though in a different way than the other races. during the living story, we already met friendly ones, and in gw1, there were more friendly ones in Elona, one of them being a hero in your party. As with the Tengu, It is a little amusing, that they are not already a playable race.

Lets move on to crafting materials
Because some people have been complaining about: “I’m a guardian, I wont get as much silk” I’m going to take up an old thought from this forum from a closed thread.

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Inspiration for Arena Net

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Posted by: Zelanard.5806

Zelanard.5806

Textiles:

Textiles refinement really needs a look though, instead of the scrap, it would be proper to add fibers. You should be able to farm these crafting materials in the following manner:

Jute, Cotton, linen: plant – These plant fibers could be farmed as any other plants, to drop fibers of the respective kind. (jute fibers, cotton fibers, linen fibers).

Wool: Sheep – Wool could be farmed by adding farms here and there with sheep or wild sheep, or Sheppard’s herding sheep. Shearing sheeps should be considered farming and should be done using a shearing tool.

Silk: Larva cocoon – There is a lot of larva around, since there is an ageing system for adding more exp to old mobs, why not make an evolve system for the many different larva? When a larva reaches a certain age, it’ll evolve into a cocoon. After a while it’ll evolve further into a new, now grown up mob, if it isn’t killed first, for its silk fibers. Killing a cocoon should be considered farming and should be done using a shearing tool.

Gossamer: Spider silk – All Spiders could drop spider web fibers,

Tool: Scissors – This shearing tool should be used for shering wool or silk fibers.

Numbers:
1 fiber = 10 spool of thread.
10 spool of thread = 1 bolt of cloth.

Remove the spools of thread from the merchant. it should be enough that you have to by the Scissors…

After attaining the fibers, it should be possible to refine them into first threads, and then refine the threads into bolts.
I do not believe that “patchwork” was the thought of the games system, so refining spools of thread into bolts of cloth, would be appropriate. don’t you agree?

If you have any different perspectives or other neat ideas, feel free to contribute

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Inspiration for Arena Net

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Posted by: Ramza.9421

Ramza.9421

Very good suggestions…
But I prefer balance, I rather get 1 – 3 new skills for every professions during the living story seasons, with much frequent balance updates, than pumping out 10+ new skills per professions not considering if it is OP or not. Well, that’s just my preference.

Inspiration for Arena Net

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Posted by: Leo G.4501

Leo G.4501

I enjoy threads like these. I used to make threads like these, usually involving weapons and their skills, but they don’t usually get many comments behind them.

Anyway, a general suggestion I’d like to put forward:

Alt-Encouraging Measures
The main angle for those that make alts is that if you want to play the different classes, you have to make a new character to play them and that’s about it. I’d like more reasons to push people to make alts, specifically of the same class. This is usually done in other games by introducing ‘permanent’ choices for the character. These can range from branching story choices to gameplay mechanics like some sort of class specialization.

Like, if a sub-class type mechanic was introduced, you can make the choice of sub-class you end up choosing permanent (possibly only changeable with a gem store purchase). A lot of people wouldn’t like the idea on the surface, thinking that doing so would limit player choice. But that’s sort of the idea. Which would you rather have: limiting choice but making your choice have a large impact? Or having a wide variety of choice that made little/no impact?

IMO, I believe that’s why a lot of the abilities/skills/traits in GW2 seem watered down, because we have the option to swap them around very easily. This is so for balance reasons. Now if we had choices that weren’t swappable, you might see more significant stuff because you can’t just swap around to what fits the situation. It’s the same concept of jack-of-all-trade…of course a JoAT can’t do everything amazingly, their appeal is that they can do a lot of different things decently while a specialist can only do this or that amazingly well but suck when faced with other sorts of challenges.

That’s sort of the type of progress I’d be interested to see introduced into GW2, so I can make my 2 warriors unequivocally different outside of looks and I’d love more reasons to roll another mesmer or elementalist. I feel Anet tried to do something like this using the branching story paths but I feel that falls very short of the scope I’m imagining.

(edited by Leo G.4501)

Inspiration for Arena Net

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Posted by: Zelanard.5806

Zelanard.5806

Very good suggestions…
But I prefer balance, I rather get 1 – 3 new skills for every professions during the living story seasons, with much frequent balance updates, than pumping out 10+ new skills per professions not considering if it is OP or not. Well, that’s just my preference.

In gw1 they pumped out like, 300 new skills at a time xD and everyone could use all skills xD (some more efficient than others though)

I do see your point though. And I think its worth saying that they should add a lot of thought to the balance.
I think this would be a good way though, to add a lot new and wanted stuff, without raising the maximum character level and still maintaining balance and make the players feel like they do progress. It would also grant the perspective, that players wouldn’t need as much “number progression”(leveling cap raised), to make them feel they make progress anyway, because they would get the ability to progress though creativity.
Of course, one could add subclass leveling… but I have no clue about how that would work or do? more trait points perhaps? o.O

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Inspiration for Arena Net

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Posted by: Zelanard.5806

Zelanard.5806

The main angle for those that make alts is that if you want to play the different classes, you have to make a new character to play them and that’s about it. I’d like more reasons to push people to make alts, specifically of the same class. This is usually done in other games by introducing ‘permanent’ choices for the character. These can range from branching story choices to gameplay mechanics like some sort of class specialization.

Like, if a sub-class type mechanic was introduced, you can make the choice of sub-class you end up choosing permanent (possibly only changeable with a gem store purchase). A lot of people wouldn’t like the idea on the surface, thinking that doing so would limit player choice. But that’s sort of the idea. Which would you rather have: limiting choice but making your choice have a large impact? Or having a wide variety of choice that made little/no impact?

I still think it would be nice to have more than 1 subclass to switch between, but this could be fitted in so you chose for instance between a “Monk” and a “Dervish”(more than one racial class option). and after finishing the order story you get your orders sub class? (light bringer/crusader/scholar) or whatever the names xD

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(edited by Zelanard.5806)