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Posted by: Ayakaru.6583

Ayakaru.6583

- Order Missions

- Hard Mode
EG. an option that adds debuffs to yourself (so it won’t affect other players) and allows for special drops

- New World Bosses

- Underworld
(make a gate that opens for 15 minutes after shadow behemoth dies)
Inside mobs drop beads of various colours, 15 beads make a bracelet.
Exchange a red bracelet, a blue bracelet, a green bracelet and a multicolored bracelet for a gift of grenth. Exchange gift of grenth with 3 other items for a different [Gift of (Legendary)] so you can make a different set of legendaries

-Second Wallet
For stuff like living story collectibles (geodes)

- upgrading current world bosses
EG. Fire Elemental (dies in 10 seconds, no real threat,add phases and/or more health)
EG. Svanir Shaman (stand still boss, make him mobile, and force players to be in the storm area)
EG. Shatterer (don’t allow players to stand still on the side and range)
EG. Karka Queen (deadly attack, but not really dangerous)
EG. Jungle Wurm (make the healing husks more of a threat)

-New Weapons
EG. Scythe (for ele, necro)
EG. Tome (for all light classes + guardian)
EG. Pike (for ranger, elementalist, Warrior)
EG. Sickle (for Thief, Elementalist, Engineer)

-New Classes
EG. Shaman (mix of warrior/Ritualist)
EG. Lord (mix of warrior/Paragon)
EG. Monk (medium class who can use staffs, fist weapons (like knuckles) and maces)

- New Dungeons
EG. Branded Citadel (an antmine for branded)
EG. Deathholm (an abandoned Dredge mine, now overun by Aatxe)
EG. The Black Tower (in the second last area of Orr)
EG. The Old Road (an open area style dungeon of ruins where grawl roam)

TECHNICAL UPDATES:
-Crosshair Targetting (immobile bosses with crosshair target are immune to rushing attacks)

-Dyeable Weapons

-Megaservers
Prioritize Guild Members

-Seperate monsters who don’t drop loot and don’t trigger traits/sigils (a current issue)

-Make tequatl/TripleTrouble instanced (or a minidungeon, at least keep the uninterested out of there)

- bag filtering
Runes move to crafting bag while some crafting materials do not automatically apear in the crafting bag. (like ectoplasm)

People, please comment on this and add your suggestions/alterations
DONT ASK FOR NEW RACE OR MOUNTS THEY ARE DEALT WITH IN A HUNDRED OTHER TOPICS! (thats the only two rules)

(edited by Ayakaru.6583)

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Posted by: BlueZone.4236

BlueZone.4236

Ctrl+F → mounts. Word not found.

Mounts! Oooooooooh yeaaaaaaaaaaah! Neeeeeeeeeeeeeigh!!

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Posted by: Andre.4063

Andre.4063

2 handed axe for my warrior.

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Posted by: Ayakaru.6583

Ayakaru.6583

2 handed axe for my warrior.

I think the skills that a 2H axe would give would be roughly the same as a pike/halbert

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Posted by: Ayakaru.6583

Ayakaru.6583

Ctrl+F -> mounts. Word not found.

Mounts! Oooooooooh yeaaaaaaaaaaah! Neeeeeeeeeeeeeigh!!

ctrl F mount = Mounts are not allowed in this topic as a hundred other topics deal with those dead horses

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Posted by: Orpheal.8263

Orpheal.8263

Forget it, you will never see new classes through a Feature patch, let alone directly 3.

Just look what got added with the last feature pack and I suggest you to stay more realistic with your suggestions/wishes and think about it, how much time consuming everything is what you are wishing for.
The last feature pack added only:

  • Wardrobe System – huge effort
  • Mega Servers – huge effort
  • Accountbound Colors – small effort
  • Trait System Redesign – big effort
  • Rebalance of Runes, Sigils and Critical Damage – big effort
  • Merging of PvP and PvE Equipment – small effort
  • PvP Reward Tracks – medium effort
  • Costfree Repairs – no effort
  • Transmutation System Change – small effort

That were the most significant bigger changes and now think about it, what effort all those changes meant and remember, how long Anet worked in the background for all of these things (over 4 months basically)
—-

So basing from your suggestions and mine, I guess, these things would be realistical:

1) * Giving all classes 1-2 new already existing weapons: – huge effort
- Engineer receivers Hammers and Mace
- Thief receives Longbow, Torch and Swords enhanced to us using it in offhand
- Elementalists receive Sword and Shield
- Necromancers receive Greatsword and Torch
- Guardians receive Warhorn and Longbow
- Mesmers receive Shield and Mace
- Rangers receive Mace and Staff
- Warriors receive Staff and Torch

2) * Order Missions – big effort
3) * Hard Mode for Personal Story (becoming reset/replayable)/ Living Story/ Dungeon Instances – big effort

4) Precursor Crafting – Medium Effort
5) Adding Elite End Content explorable Locations, like Uderworld – huge Effort
6) Improving the Commander System for WvW – Small Effort
7) New Options to receive Ascended Equipment added to WvW through Badges of Honor, making Ascended Equipment finally sellable in the Trading Post – little Effort
8) Improvings to all Karma Vendors to have much better interesting and useful stuff in stock for Endgame Characters, exchange the sortiments of Karma Vendors in Towns, so that all sell different things and not all the same food items only – Small Effort
9) New Ascended Weapons and Armor Sets with new Skins to the Dungeon Token Vendors to give Dungeons somethign good and new, for that playing them is worth it naturrally with much higher Token Costs – Big Effort

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

(edited by Orpheal.8263)

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Posted by: kristof.7182

kristof.7182

@Orpheal.8263
Is it ironic? Have you ever heard about GW1 and expansions to that game?
They had whoooooole 2 years for that.

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Posted by: Halvorn.9831

Halvorn.9831

Orpheal.8263, you know the effort of things to implement without ever having seen a single part of the code base? You know how much time it took to implement the first feature patch without even knowing the team distribution?

You’re my hero. I am working as a software engineer for more than 20 years now. Can you please come over and do my estimations? I seem to do much worse after all this time and I know our code base quite well.

Long story short: we all have way not enough in-depth information to know what change might take how long. Please, all of us, do not let shots in the dark appear as if they were based on knowledge.

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Posted by: Orpheal.8263

Orpheal.8263

@kristof
GW1 had only 1 small official Expansion and that was Eye of the North.
All the other thigns that got released for it later were no Expansions, they were STAND ALONE GAMES, because you were able to play Factions and Nightfall, without even having Prophecies.

And even these Stand Alone games took Anet 6 Months to produce and that under a game engine, technology ect. thats meanwhile 9 years old!! as GW1 released 2005 …
To produce somethign like explorable maps in GW2 is much more time intensive and cost intensive, than it was 9 years ago for a map for GW1, because the maps of GW2 are much more bigger, than those of GW1, have alot more details and so on…

So what would take anet 2005 6 months for GW1 would take for GW2 under that scale alot more time, than just 6 Months.
We are talking here about adding a complete new Continent, like Cantha/Elona with half a dozen and more new explorable maps (think about it, how much time has passed, until we could Southsun Cove and now Dry Top, which are only 2 new maps within 2 years!!! that are far away from the scale of a complete new Continent with more than 2 new explorable maps)

Plus those Stand Alone Games added each 2 new classes, not 3 and adding new Classes makes currently no sense, they would do alot more harm to the currently very sensitive game balance, then they would do anything good.
If any new class should get ever added, then only through a real official first expansion and then its enough, if they just add only 1 new class as there is basicalyl only 1 new one really needed and thats a 3rd soldier class, something like a Knight for example that has a darker design than the Warrior/Guardian

Adding complete new Weapons is also something, that should be done only through real expansions in my opinion, because adding complete new weapons, like Great Axes, Whips and such requires alot more time and effort, than to add to all classes some new of the already existing weapons, which already all the weapon animations ect. exist and just need only to be customized for the other classes and not be done from scratch new, like it would have to be done with complete new weapon types and thats also what the responsible Devs say about this, that its easier to improve first the existign weapons, than to add complete new weapon types and that this will most likely happen first as a part of improving Character Progression I guess/hope through Sub Classes – buts thats a different topic.

GW1 just isn’t GW2, here in GW2 has everythign a much bigger development scaling and takes more time and thats something, that absolutely needs to be considered when making suggestions for the next feature Pack, that all the things that should be done with the next one should also stay in the realm of possibility within a similar time range of 4-6 months of production time like the last Feature Patch.

I personally rather have more smaller Feature Packs, that require only 4-6 months of working time, than to have big Feature Patch, that has like 2 years of working time, because thats literally no Feature Pack for me anymore, but then we are really talking about an Expansion.

Rumors say, that we can most likely expect the first Expansion first 2015, what would be basically 2-3 years after game release and its a realistical usual time frame, in which expansions appear after game release for MMORPG’s, when you look at the past of traditional MMORPG,s like WoW, which rteceived also its first Expansion after 2 years.

@Halvorn: The Devs have said in the Blogposts of the FP or in an interview about it, how long they were working roughly on the Feature Pack if I remember myself right

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

(edited by Orpheal.8263)

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Posted by: kristof.7182

kristof.7182

@Orpheal.8263
No.
Is wardrobe really worth waiting 1,5 years? You can’t be serious, please.

Have you ever seen beta of Guild Wars? It was so ugly protype.

GW1 Factions and NF were standalone but they have been seen as an expansion (too many features to skip them). Obviously they didn’t make them in one year but it wasn’t under development for 9 years, lol.

And yet you still belive that feature pack was under development only for 4-6 month (because we had living story for 6 months?)?

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Posted by: Dusty Moon.4382

Dusty Moon.4382

You cannot compare GW1 to GW2. GW1 was an Instanced game, meaning that the maps were isolated for just your party and once the mobs died, they didn’t respawn. GW2 is an open world game, even though it is segmented into maps. Everyone sees the same map (except for dungeons) and that makes it that much harder to develop for.

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Posted by: kristof.7182

kristof.7182

What are you talking about? They’re creating mobs and maps not new engine.

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Posted by: BlueZone.4236

BlueZone.4236

You cannot compare GW1 to GW2. GW1 was an Instanced game, meaning that the maps were isolated for just your party and once the mobs died, they didn’t respawn. GW2 is an open world game, even though it is segmented into maps. Everyone sees the same map (except for dungeons) and that makes it that much harder to develop for.

And by everyone, you mean ~100 (or 150 via taxi exploit) per map instance.

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Posted by: Ayakaru.6583

Ayakaru.6583

rip serious thread -.-

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Posted by: nelzack.7205

nelzack.7205

Playability updates:
1) Select/Target Commanders by click on the tag; (how can you select a com in a zerg?)
2) Mini-Map drawings appear in the world; ( when you play with new players is more easy for them to follow if the line is in front of the nose)
3) Player’s waypoints map visible as well;
4) /point allow targeting one area or object;

:)

Have fun,
n
Gandara

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Posted by: Azrael.4960

Azrael.4960

Hard core survival mode. If anyone has played Dawn of War 2 Last stand mode, you’ll know what I’m talking about

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Posted by: Blaeys.3102

Blaeys.3102

Realistically, I would like to see the following in a feature pack:

1. New guild missions (major update – we really need this)
2. New PvP mode/maps
3. New Dungeon
4. Implementation of new trait/utility skill acquisition
5. Separation of traits and attributes (this has been hinted at as the possible next step after the trait changes they made last feature patch)
6. New things to do in WvW
7. Interface changes making it easier to navigate between megaserver instances

I would truly love to see them make the living story steps replayable (with some kind of reward) and truly scaled to be challenging to 5 party groups, but I dont think that is on the table.

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Posted by: CureForLiving.5360

CureForLiving.5360

Well I don’t really disagree with anything OP suggestions (however not sure if all of them are necessarily realistic).

- Order Missions
-Second Wallet
For stuff like living story collectibles (geodes)

We don’t need a secondary wallet, geodes (currency for permanent content) should appear in our current wallets. Not sure how scalable the current wallet is, but I foresee ANet adding a lot of new currencies in the future (it’s a easy way to allow players to start at even standing, where something like gold or karma would give advantage to those who have been forming it since the start) and having them inventory bound is inconvenient (when we have something as convenient as the wallet).
Although such a system will eventually become difficult to manage as currencies keep getting added…

As for new dungeons, weapons, classes… that’s like asking for sunshine and rainbows, it kinda goes without saying. Who doesn’t want more of those :P

Orpheal.8263, you know the effort of things to implement without ever having seen a single part of the code base? You know how much time it took to implement the first feature patch without even knowing the team distribution?

You’re my hero. I am working as a software engineer for more than 20 years now. Can you please come over and do my estimations? I seem to do much worse after all this time and I know our code base quite well.

Long story short: we all have way not enough in-depth information to know what change might take how long. Please, all of us, do not let shots in the dark appear as if they were based on knowledge.

Pretty much this. We on the outside have limited understanding of what goes on behind the scenes. Depending on the architecture things that seem easy could be difficult and things that are difficult could be easy. Overall what we need to keep in mind is that inherently any new features they add are new, the code might not have been structured to allow for such features (it’s a programming issue, you can’t code for all eventualities since you’re not clairvoyant and it takes too much effort) requiring a lot of changes in a lot of different parts of the code.
Would however be nice to hear from ANet every now and then about how difficult something would or wouldn’t be (since they actually know what’s going on behind the curtain).

@
And even these Stand Alone games took Anet *6 Months
to produce and that under a game engine, technology ect. thats meanwhile 9 years old!!

Shiny pixels are expensive. Just look at the video game market these days… good luck getting more than 10 hours out of a FPS (well outside of multiplayer of course but even that’s basically a handful of maps being played over and over).
Or look at the 1 year content droughts in some other MMOs with much larger budgets and development teams (I’m taking about WoW).
It can be rather frustrating though…

You cannot compare GW1 to GW2. GW1 was an Instanced game, meaning that the maps were isolated for just your party and once the mobs died, they didn’t respawn.

Although GW2 does run on a heavily modified version of the GW1 engine if I’m not mistaken, so some (very limited) comparison is possible at least.

What are you talking about? They’re creating mobs and maps not new engine.

Well you see that’s kind the thing. We don’t know if it’s really that simple. We suspect that all they’re doing is creating new mobs and maps and loading them into the game (although modeling, animating and programming those new mobs and maps is already a time consuming process). It could be more complicated.

rip serious thread -.-

Thread was already basically knee capped by the subject matter and by the format (too many suggestion in a thread automatically means that most of them will be ignored).