More customization and more playable content
So basically you want armor that is overly sexualized?
Fine, just make sure you have banana hammock swimsuits with males and you have a deal.
This is one of the most customizable MMO’s out there.
If you think otherwise, feel free to play WoW. Which reuses the same skins for years on end.
Please don’t make a QQ thread for the sake of a QQ thread.
I agree that there could be more customization in armor types. I disagree about the content in general, though.
Let’s say you’re playing a male medium armor profession. There are precious few options that don’t involve long coats. If you don’t like long coats, you’re very very limited.
Asking for more variety shouldn’t be a problem.
Is that a reference to Battleship at the end?
Otherwise, different armors and other gear are always welcome. I don’t think many people would be opposed to more variety. =)
One of the reasons I am barely playing and get bored easily, is because I’ve been in the same gear since launch, there isn’t anything else I can change into that looks different unless I buy from store, and even then there are like 2 pieces of decent looking gear for Heavy.
GW2 imo is one of the worst when it comes to design, if you look at say FFXIV, it gets patches every 3 months and they bring content for sooo many classes and has so much variety, a single class has almost 250 body pieces, and out of those about 70 of them are unique models, there is a lot of customization.
So, you want more “playable content”; could you enlighten us? What is “non-playable content”?
Regarding the playable content I post and as many. I mean, new content, new classes, new weapons for existing classes, new skills or ability to enhance or customize existing ones, to make weapons or spells to buff special full length by profession. In definitva make a tactical dose without affecting the ease of play for which they prefer.
On the other hand the personal history of the living world, should have a common thread in history and a number of subplots that accompany and make your story unique, the fact that you could choose certain lines of the plot would give a lot of emotion the game. For example you choose to kill a person if the salvases could be your ally for a limited time and if you kill possibly have another ally of the “opposite side”. Another example would be that you could choose an alternative way to get physically speaking to the same destination, in conclusion that not everything is predetermined and is common to all because it is boring in the long term.
Dragon Age is a good example to follow in the latter, and although not graphically (since I know it’s a hard work) could easily be achieved with a good plot and little dramatization written a very good result.
Regarding the playable content I post and as many. I mean, new content, new classes, new weapons for existing classes, new skills or ability to enhance or customize existing ones, to make weapons or spells to buff special full length by profession. In definitva make a tactical dose without affecting the ease of play for which they prefer.
On the other hand the personal history of the living world, should have a common thread in history and a number of subplots that accompany and make your story unique, the fact that you could choose certain lines of the plot would give a lot of emotion the game. For example you choose to kill a person if the salvases could be your ally for a limited time and if you kill possibly have another ally of the “opposite side”. Another example would be that you could choose an alternative way to get physically speaking to the same destination, in conclusion that not everything is predetermined and is common to all because it is boring in the long term.
Dragon Age is a good example to follow in the latter, and although not graphically (since I know it’s a hard work) could easily be achieved with a good plot and little dramatization written a very good result.
MMORPGs are extremely complex. Dragon Age has the benefit of being a single player game, but even as far as writing goes, you will see a lot of critique in regards to Dragon Ages storyline.
If you compare the narrative structure of a good fantasy book like A Song of Ice and Fire or In the Name of the Wind series, all video games stories without questions seems mediocre. Even the best ones.
Time is money, and money is the goal for ArenaNet. There is no point in keeping Guild Wars 2 alive for NCsoft if it doesn’t make a good sum of money. That is wise they often take the mainstream or easy route in terms of design instead of a complicated one. One needs to understand the costly expenses of game development to really be able to make assumptions. I don’t. I just assume. It can’t be that easy to just do it like Dragon Age. A single player RPG they worked on for 5-7 years.
I do not pretend to be something my suggestion even silimar to the narrative structure of the game “dragon age” is simply a reference to alternatives to subplots in which self feel that their decisions are important. And that very many could do without effort or financial budget, for I speak not of very simple things complex or video graphics course scenarios.