Showing Posts For Cloesd.3025:

Someone kill the "Commander"!

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Posted by: Cloesd.3025

Cloesd.3025

So for you xpac players out there – when was the last time you felt like your own character and not "commander’?

I speak of your charr calling some human meat meat!
Or asura ensuring his pact bookahs that despite their inferior intellect and bookah-level senses he is there to see this through!
Or sylvari overhearing subordinates forseeing fall of Tyria as it’s most powerful military force is being ordered around by a salad!

Ah wait! Nvm, a-net already killled “Commander”!
When i start xpac i hear i gotta do what i gotta do cause drumroll Kiel said so!
So remind me here, am i a commander of Tyria’s greatest military force or Kiel’s errand boy?

On second thought, don’t answer that. It’s too depressing to know…

They really should outsource their quest text to the players themselves. I feel arena net’s story and quest teams can’t really be bothered anymore writting decent dialog/plots.

I feel like this game lacks something...

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Posted by: Cloesd.3025

Cloesd.3025

Duelling should be nowhere near pve. There has never been one convincing argument why it should be added to pve.

However, I can see no reason why duelling couldn’t be added to the pvp areas, either via the lobby or a separate space like we have with the Guild Halls. It makes sense and belongs there, whilst it is utterly out of place in pve.

Because just like in real life it’s human nature to want to work hard to get stuff and use advantages accrued in the past to secure an advantage in combat. (Or persevere in the face of odds, ie; I’ll duel you naked and still win).

I’m afraid I have no idea what you are trying to say in relation to my comment about duelling not fitting in pve but agreeing it fits in pvp, sorry!

I mean the difference between PVE and PVP in this game is that in PVP generally your gear is ‘maxed’ and your level is maxed. (sPVP atleast). Nothing you do in-PVE really effects your player vs player abilities.

This I think is an artifact of 2012 when GW2 was released, Everyone wanted to be “Muh Esports”, (a fad that has thankfully mostly died outside of Mobas).

Being able to fight other players with your character, your gear setup and your skill choices at any level would probably improve the game because it does appeal to that part of humans that wants to develop ‘themselves’ and then use that development against others. It’s a huge part of competition.

I feel like this game lacks something...

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Posted by: Cloesd.3025

Cloesd.3025

Duelling should be nowhere near pve. There has never been one convincing argument why it should be added to pve.

However, I can see no reason why duelling couldn’t be added to the pvp areas, either via the lobby or a separate space like we have with the Guild Halls. It makes sense and belongs there, whilst it is utterly out of place in pve.

Because just like in real life it’s human nature to want to work hard to get stuff and use advantages accrued in the past to secure an advantage in combat. (Or persevere in the face of odds, ie; I’ll duel you naked and still win).

I feel like this game lacks something...

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Posted by: Cloesd.3025

Cloesd.3025

Dueling in PvE.

It would be awesome if you could challenge a random person to a duel.

For those scared of being spammed: By default everyone should have “Allow duel invites” on decline. Nothing will change for those that don’t want to duel. Everything will be the same for them.

For those scared of toxic players: There are always toxic players no matter what game content you are playing.

People have been asking for this little system for years.

For those that give the argument of “You got sPVP and WvW for that” – it’s not the same. (https://www.reddit.com/r/Guildwars2/comments/38uray/gw2_and_open_world_duels/)

Adding duel to PvE will make the game look and feel more lively outside WvW and sPVP.

Where is it? Why is it still not in game? What is the reason that ArenaNet doesnt add it? Has there been an official reply from ArenaNet regarding this matter?

It won’t be ever implemented for 2 reasons:

A lot of people play this game because they are incapable of facing challenges in any form. They literally want to sort of go brain-dead for an hour or so and watch lights flash on the screen and this game caters to that. The removal of DPS meters etc.. point to this.

BUT more importantly:
1v1 duels would open up actual class balance issues between classes. “I can’t win duels against necro as gaurdian” etc. Arena net does NOT want to open up that can of worms because their class design is evidently severely lacking.

[Suggestion] Player created heart quest text?

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Posted by: Cloesd.3025

Cloesd.3025

They still provide the game in 4 different languages, so every text going into the game has to be translated and checked over 4 times.

Thing is, I doubt devs want to touch these old quests for simple reason – nobody really knows anymore how the parts of the game were created 5 years ago. You start to change things, and you end up with weird bugs. If it works, leave it, and create new content instead.

I think the heart-quest text features are uniform through the game so if PoF has them, the same mechanics SHOULD apply in the base game.

But more importantly, MMOs fall into a trap where the negelect the leveling expereince for always focusing on the end game… and then they eventually just say “skip the leveling start at 80”. This I think is the beginning of the end for that MMO, because you need an influx of new players levelling to replace the old players that quit after finishing all the content. If the first taste of an MMO for a new player is “Don’t worry just skip that part”.. or 80 levels of the most bland questing that would be laughable for a single player game (which is what leveling is a lot of the time for a new player)… then that player will deem the entire game as bad and quit.

WoW pioneered this problem I think. They focused so much on the end-game that they started accelerating the leveling process, and just giving people fresh max level characters… which basically said “The work we did as developers for the last 5 years.. means nothing in the face of what we did last month with this new patch”.. This isn’t sustainable.

The languages aren’t as big a problem as they seem because the translator would in the end just need to translate the final approved text for each quest.. That’s maybe 10 pages per zone.. And 1 zone per week. That’s something that could probably be done for less than $100. Completely inconsequential in MMO dev-world.

(edited by Cloesd.3025)

[Suggestion] Player created heart quest text?

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Posted by: Cloesd.3025

Cloesd.3025

I’ve been playing through the game levelling from scratch with no exp boosts, reading heart quests etc. for the full experience…

I’ve realised that many of the heart quests are extremely bland. It seems that the NPCs sole motivation in life is to tell the player what the quest requires. They have no real motivations in and of themselves as characters other than the most shallow. “They are taking our scrap, go kill them and pick up the scrap”.. “Why” “Because scrap is good”.

So I had an idea. What if the community were allowed to re-write the heart quest texts of all the NPCs in the game? (Starting from the starting zones and working up to ALL of them).

Basically each week or few weeks a zone in the game would be ‘selected’ you would be able to submit text for a heart giver quest (within certain character limits and what have you)… These would then be able to be voted by the community up or down… and the of the very top of the highly voted ones ArenaNet could select one to put into the game. They could approve maybe a handful of these per week, and the implementation could be just copy-pasting the text and the reply options etc.

Adding something like this would allow the devs to tap into a pool of creativity MUCH wider than anything they could produce internally, AND it would be completely free (other than the approval which might take a guy an hour or two a week to get through, and the implementation).

It would also make the heart quests (which is a key part of the game for a new player) MUCH more immersive to fully read and understand, and also relate to with the characters in the game as opposed to just ‘instruction pages’ in NPC form.

(edited by Cloesd.3025)

[Suggestion] Hardcore Achievement

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Posted by: Cloesd.3025

Cloesd.3025

That isnt that substantial to be honest. It simply means the person going for that title afk’s while the rest of the party finishes story/raid for them.

Still it requires a guild effort to get one person his achievement for ALL bosess.. AFTER they clear 1-80.. WITHOUT boosts. (Which itself is an achievement to do without dying).

Unidentified gear - Please No, No, No, Nooooo

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Posted by: Cloesd.3025

Cloesd.3025

I am in the process of getting my pre-purchase refunded over this.

It shouldn’t cost money to collect the loot you earned. Period.

If the devs rework this, they will probably get my money again. But as it stands… just… no.

95% of the loot in this game is vendor trash anyway.

[Suggestion] Fixing Unidentified Items

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Posted by: Cloesd.3025

Cloesd.3025

Yea no this aint a fix mate the point of a legendary is that its always best in slot.

The chance of getting a Legendary will be so low that 1 in 10 players will ever encounter them in their entire playtime of guild wars 2.

Even that is 1000 times higher drop rate than it should be. I’ve had 2 precusors drop out of millions of items, you can’t make a legendary drop more than that.

The whole idea of a legendary dropping is abhorrent anyway. People spend a LOT of time making them and for someone else to get one as a lucky drop will just shatter people. I remember when they introduced Arachnophobia and I crafted it the same day, spent everything I had saved, like 300g or something I can’t remember) to make it. Two days later they added it to the drop table for the Mad King’s Chest and they were selling for 25g on the TP. I was devastated.

Bad ideas are bad.

I think we’ve gotta think about what would actually be more ‘fun’ for the game. If we measure fun by things like adrenaline rushes and giddy moments… a very low chance for a mega-drop is a LOT more like that.. then a slow grind.

Ofcourse there will be people who grind mobs hoping for a legendary drop for their whole GW2 careers without getting one, and there will be the noob that kills his first mob, gets one.. realises he can’t equip it and vendors it.

Unidentified gear - Please No, No, No, Nooooo

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Posted by: Cloesd.3025

Cloesd.3025

I’m happy with it. Saves a ton of space and when I salvage them I don’t have to worry about a bunch of useless sigils clogging up my inventory. You guys are acting like this is anti-consumer, but I’d say it’s the exact opposite. You should never feel tempted again to buy extra bag slots and you can play longer without having to go to a vendor.

IMO, the pros vastly out-weigh the cons.

Salvaging a precursor just because of convenience, is what I was praying for all these years. yep!

Then maybe you should’ve identified it?

[Suggestion] Fixing Unidentified Items

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Posted by: Cloesd.3025

Cloesd.3025

Yea no this aint a fix mate the point of a legendary is that its always best in slot.

The chance of getting a Legendary will be so low that 1 in 10 players will ever encounter them in their entire playtime of guild wars 2.

[Suggestion] Fixing Unidentified Items

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Posted by: Cloesd.3025

Cloesd.3025

Yea no this aint a fix mate the point of a legendary is that its always best in slot.

If they put in these unidentified items to try to go for Path of Exile’s ‘exciting’ loot system where when a mob dies it’s like opening a suprise box…

They need to make the actual unidentified items actually surprising. To do this, they need to make it such that almost EVERY player from the fresh level 80s, or even level 1s.. to the highest level 80s… will still respect unidentified items if not to actually equip them, to at least sell them for a lot of currency.

If not for this unidentified items will become exactly what you guys are afraid of, a boring lootsink that who’s only change is that it conceals the items name as your vendoring it.

[Suggestion] Fixing Unidentified Items

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Posted by: Cloesd.3025

Cloesd.3025

1) Change the unidentified items such that the rolls on their stats are in an extremely wide range. The stats on these weapons should be able to be rolled from extremely low, to possibly higher than legendary (with the probability of each end being tiny like 0.001%).

2) Make them auction-housable as unidentified.

This will create an entire economy around buying/selling unidentified pieces in the hopes of being about to ‘roll’ it extremely high. If you make the resulting weapons also auctionable, then it might even become profitable to mass-buy unidentified items, ID them all and hope to sell any extremely high rolled pieces for more than the Unidentified ones cost…

This is much better than just being ‘another gold sink’ with no real purpose.

[Suggestion] Leaderboard on HeartNPCs?

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Posted by: Cloesd.3025

Cloesd.3025

This is a simple change (coding wise).

Stuff like this always makes me laugh, please don’t assume stuff like that when you don’t know how GW2’s code or the project is structured. If you know anything about coding then you’ll know nothing should be assumed to be simple as it depends on how the individual project is structured as to weather something is simple to add, or weather it will be more complex and time consuming due to other scripts that might link into it, and of course additional time for testing.

I just mean relative to other suggestion requests that are more fanciful, and relative to what this would achieve. (Open up a whole new meta-game with a LOT of content.)

This one would probably be something fit for a proper content patch.

(edited by Cloesd.3025)

[Suggestion] Leaderboard on HeartNPCs?

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Posted by: Cloesd.3025

Cloesd.3025

Can we implement a leader board on some of the heart quest NPCs that continue to request things even after the quest is done?

Like collect X meat or something. Perhaps a weekly reward from that heart quest giver to the player who’s at the top of that week’s leader board?

This is a simple change (coding wise) that would add a whole new dimension to the game and re-vitalise core Tyria with people farming for the top spots.

Suggestions: New player experience fix

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Posted by: Cloesd.3025

Cloesd.3025

I think as GW2 ages and starts putting out expansions they have to be careful not to fall into the WoW-trap of forgetting about the levelling experience and then defaulting to simply ‘skipping’ the levelling experience when it’s too far gone.
I don’t mean putting in anything massive and single-playery… but more just little tidbits to make the leveling content more engaging, because afterall if a new player sees all the Path of Fire and wants to start GW2 he is faced with either 80 levels of barren worlds and basically single-player content in an MMO… OR he’s told to just forget 90% of the game and ‘skip it’ directly into a max level character for the new areas (and in doing so miss out most of the GW2 experience).
Some of the kinds of changes that should be implemented are:

Pacing

The pacing of this game is absolutely crazy and should’ve been fixed a long time ago. After having quit for a long time and coming back and re-rolling to re-do the leveling experience I realised that the pacing of this game, in terms of when you get skills and how your character develops is not thought out well. From level 1 to level 10… you get access to something like 25 different skills.. many of them which do very similar things. New players (and even old returning players) are completely flooded with what ‘appears’ to be a huge number of ‘weightless’ choices before they realise that the skills aren’t radically different from the others.
I propose some sort of system to slow this skill gain down and distribute those skills over the next 30-60 levels. They should do this by allowing your class to pick a weapon and swimming weapon at level 1, and only give the option to ‘learn to use’ another type of weapon every 10-15 levels. This ‘paces’ the game out a lot more and keeps people looking forward to things, thinking “I can’t wait to hit 30 when I can try out X”. This serves as a powerful motivation to keep people playing through the game after the initial ‘fun’ of a new game is over.

It also adds a feeling of actual character ‘building’ that’s missing from the game. If you wanted to play a ‘supportive’ guardian style, now you have to make sure you learn the staff skill for it (at the expense of something else giving the player a meaningful choice). (At the moment the only character building is the trait system and elite skill system, one of which is hotswappable and thus feels more like a weapon attachment system in Call of Duty, then an actual RPG character building mechanic.)


Leveling

MMO’s make the mistake a lot of the time of associating two players co-incidentally hitting the same mob.. as player interaction. This forms the basis of world-bosses, many dungeon encounters, and most heart quest-player interactions.

They should add at least 1-2 REPEATABLE experience giving and Social heart quests to each map. These can take the form of things like races. Competitive noughts and crosses, a 1v1 dueling event possibly, a small tower defence minigame… things like that.
The focus of these games is player-player interaction (not necessarily fighting or competing with each other, but also co-operative).. where that interaction is MORE than just ’we’re both hitting the same mob’.. but will require players to pay attention to each others actions and even communicate.

The purpose will be to add a more social levelling side-stream, so that you can EITHER do the quests of the zone and go through the story… OR you can participate in the ‘mini games’ to level up. (and yes, there are a lot of leveling alternatives now, but almost none of them properly take advantage of a social game).


By adding these two new features you can ensure that new players to the game experience ALL the content the developers spent the last 5 years developing in an enjoyable way taking FULL advantage of the fact that GW2 is an MMO and not just a single-player game. This will then translate into more end game players who will purchase more expansions and cosmetics.

Designing a new cosmetic will only boost sales of that one cosmetic. But doing something like this.. will boost the sales of cosmetics and expansions of ALL FUTURE CONTENT… (which in the end will mean a lot more profit then just making a new dress and selling it).

(edited by Cloesd.3025)

Suggestion: RTS mode for Commanders?

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Posted by: Cloesd.3025

Cloesd.3025

Wouldnt work.

The idea has been tried before (not in GW2) but in a game very prominent for this type of action Natural Selection/NS2.

Ultimately the commander role there, as it would be here is rendered fruitless due to the actions of the individual distorting any sense of battlefield coordination.

I think NS2 failed for other reasons. Infact I think it only got to be as popular as it did due to this mechanic.

If battlefield coordination is distorted by having a commander, imagine how distorted it must be.. without one?

Surely you will have some commanders that don’t know what they are doing, but if being commander is ‘gated’ behind a high enough wall, and that commanders can be replaced/ousted by popular vote, then the system should work.

There’s just so many strategy options that open up with adding an RTS commander. Things like this group of 4 people… stand outside this keep and just apply ‘pressure’ while the main force takes the supply depots.

These are strategies that can almost never occur with everyone doing their own thing. And lets face it.. communication in WvW outside of a premade guild or something is non-existent basically.

These sort of player-player interaction elements are what MAKES MMO good and the lack of them is the number 1 complaint about modern MMOs.

Suggestion: RTS mode for Commanders?

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Posted by: Cloesd.3025

Cloesd.3025

As a new idea for PVP and possibly also large PVE events.. can commanders play from an RTS view? They lose control over their characters BUT, they can see all the players on their faction (say in WvW) from a top-down view.

They can then click on them and tell them to move to locations, and do certain tasks, attack certain targets.

This would appear as an ‘arrow’ like a quest on the individual player’s screens.

The benefit this would have is that it would greatly improve team coordination even with 20-30 man parties. The commander should be able to do box-selects just like in RTS games and organise things like flanks, distractions and far greater ‘strategy’ elements. (This would probably make GW2 the best large scale PVP game of any MMO).

(Ofcourse, the players themselves don’t have to follow the instructions given, and that’s part of being a leader and commanding an unruly army).

It would also help new players in WvW find what they’re supposed to do (instead of joining and just wandering around a deserted landscape looking for something to zerg).

Finally if this was implemented in Open world boss events, the boss events themselves could become a lot more complex requiring small groups to splinter from the main fight to do side-tasks parallel to the fight, or even timing things where to kill the boss you need to kill 4 things within 5 seconds of each other on 4 corners of the map coordinated by a single commander playing from an RTS view. (This will stop world bosses feeling like mindless zergs where u just target the big thing and roll your face on the skill buttons until loot falls out of the boss).

Use warcraft 3 map ideas for biweekly updates

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Posted by: Cloesd.3025

Cloesd.3025

Well the minigames in Warcraft 3 didn’t rly die. The normal games are broken because of maphack. Anyway it would be a good idea. They should give an area where you can play all the minigames (maybe basar) but its my opinion.

I agree.

I’d prefer them to be spread through the world to get players out there.

Use warcraft 3 map ideas for biweekly updates

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Posted by: Cloesd.3025

Cloesd.3025

If there was a sheeptag, a Run kitty run or slide ninja slide, an Uther’s party, maybe even a Vampirism or a Dota..

I wouldn’t be able to put this game down.

It’s so simple. And will create such a large fanbase. After war3 died, and starcraft 2 failed miserably there’s a huge homeless player base looking for the next fun non-combat non-grindy multiplayer minigames.

These bi-weeklies are a perfect way to do it.

Huge amount of people wanting to play.

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Posted by: Cloesd.3025

Cloesd.3025

They bought the game when it was hyped. They have access and these Bi-weekly updates are starting to look rather attractive.

The fatal flaw?

The combat is still doesn’t make sense. The gear treadmill exists only in the late game. Silly spells that say things like “Puts random debuffs on the target every second”. Who even knows or cares about things like that.

These bi-weeklies have potential to make this game great. However they do need to swallow their pride and fix what drove away the masses in the first place.

(edited by Cloesd.3025)

GW2, Holy trinity, or just healing.

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Posted by: Cloesd.3025

Cloesd.3025

Both sides of the stick have valid reasons for wanting or not wanting trinity. Personally I miss it, but GW2 isn’t designed for trinity now, putting it in now would make little sense.

I wish they’d do a poll or something.

GW2, Holy trinity, or just healing.

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Posted by: Cloesd.3025

Cloesd.3025

There’s a post on here already about bringing back a Trinity, I don’t think we need that, but I do think that there should be some options if someone wants to focus completely on healing. The Engineer’s Heal-gun thing comes close, but it’s still not what I mean.

Just a single cast time based spammable skill that heals for every class would add so much to this game.

I love this game so much in terms of art-design and zone design, but I can’t stand the mechanics, regarding which I’m more partial to WoW’s system. I dunno what to do, I’m torn between two loves..

Combo Fields: Learn Them Already People!

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Posted by: Cloesd.3025

Cloesd.3025

Say I were to drop an Ethereal Combo field via Chaos storm.
http://wiki.guildwars2.com/wiki/Chaos_Storm

Then someone were to use a blast finisher, to give AOE chaos armor:
http://wiki.guildwars2.com/wiki/Chaos_Armor

This essentially means these effects are happening:

  • You gain Swiftness
  • You gain retaliation
  • You gain Aegis (Avoids one attack)

Ontop of this you gain Chaos armor:
Which upon being hit gives you:

  • Protection (33% damage reduction)
  • Regeneration (390~ HP heal).
  • Swiftness again.

Enemies that hit you get:

  • Blindness
  • Cripplied
  • Chilled
  • Weakness

All in all this combo field means that:

You move 33% faster, You reflect damage, block hits every few seconds, all hits that aren’t blocked are reduced by 33%, You heal 390 damage.

  • The enemy is slowed by 50%
  • Chilled so it’s speed decreases by 66% more
  • It will miss it’s next attack (which you will avoid with aegis anyway)
  • Any attacks it does land will do 50% damage, (further reduced by 33% due to protection).
  • Finally the enemy will damage themselves due to confusion.

Overkill? Overly Complicated?

Couldn’t it simply be the target can’t attack for the next X seconds, you can’t be damaged while under the chaos storm. Targets are also slowed by 75%~.

(edited by Cloesd.3025)

The trick to make a game not-grindy.

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Posted by: Cloesd.3025

Cloesd.3025

Does anyone agree with my theory on how to make games (Specifically this game) less grindy?

It has little to do with gear rewards or character progression or anything as I see post after post detailing.

Just a sensitivity to the development of the player skill, in relation to how well their character does.

The best progression, and the only true progression that gives long lasting ‘enjoyment’ of a game is the progression of the player in skill level.

The trick to make a game not-grindy.

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Posted by: Cloesd.3025

Cloesd.3025

I’m not saying that I know the solution to this, but… Counter-strike.

In that game you play the same scenario hundreds upon hundreds of times, with slight differences and a huge sensitivity to player skill. There’s no “advancement” or “progression”. But it is very, very fun, and very replayable. Not once in counter-strike have I stopped and thought “this grind is boring.”

Perhaps this has more to do with the fact that progression in Counter-strike is more related to the player, and not the character. Same with MOBA style games.

This is that kind of system Gw2 needs, It shows that no-grinding doesn’t mean no repetition.

It means more of ‘No doing repeated things where there is a shallow cap on the effectiveness of the players actions and how they influence the reward’.

For instance levelling up by killing the same mobs over and over again is considered grinding in most games. This is because there is a ‘maximum level’ you can attain, and that once you attain that level the grinding servers no purpose, despite the players skill constantly increasing, he hits a cap. Where his new tactics don’t offer any tangible benefits.

Imagine a game with no level cap. The players are allowed to get as strong as they amount of time they invest. Suddenly I believe it’d feel a lot less grindy, and more ‘competitive’.

If any of you have played WoW in the last few years, you’d realize that the game has turned into AFK in a main city until dungeons pop up, then run the dungeons and repeat for tokens. This felt like a terrible grind. Why did this feel like a grind, when playing game after game of counter-strike, (With less variation in each instance) feel so un-grindy.

Shallow rewards. Situations where the characters power and effectiveness was limited, despite the increasing player skill.

The reward doesn’t even need to be an item or something that ‘improves’ the players ability to perform the activity. It could simply be a Kill-death score, or a Matchmaking rating.

I therefore suggest to AAnet, to use this phiolosophy when they’re designing level 80 content, or future content. Ensure that there is no ‘hard-cap’ in the connection between player skill, and effectiveness.

(edited by Cloesd.3025)

So... Does Every Class Suck, Or...?

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Posted by: Cloesd.3025

Cloesd.3025

I’m playing a Staff/Sword-Focus Mesmer atm.

While at first I played the class and thought to myself: These spells suck, 1 second of ‘daze’, per illusion? Why would I bother with that, mind wrack all the way, eventually i realized how to play properly.

I still don’t use the other three shatters, but PVP as a Mesmer is very very easy, and PVE is decent as well.

So what's in the Future of GW2?

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Posted by: Cloesd.3025

Cloesd.3025

Could we get a preview about the type of content updates that are being considered. Surely ArenaNet knows the game isn’t ‘100% complete’, and that the community is eager awaiting a whole list of features:

*Dueling
*End Game raids
*Character progression from 33 to 80
*Capture the flag
*Fix crafting so it becomes profitable to do at level 80
*Etc.

A lot of the patches that are coming out are more bug fixes, and while that’s very important, (more important than implementing new features), I think if they could at least give us some word on what they’re planning. It will be a light at the end of a tunnel.

Level 80 Only content.

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Posted by: Cloesd.3025

Cloesd.3025

It needs to be level 80 so that people have something to look forward to while levelling up. It’d be like another way of implementing character progression.

Furthermore it’d split the ‘keveling’ and ‘end-game’ components. So that, the whole game is mostly end game, (as it is now), but when you hit 80 you have a few new and shiny things to do.

Level 80 Only content.

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Posted by: Cloesd.3025

Cloesd.3025

The game is missing content that ‘requires’ level 80 to do.

For instance:
-Make a capture the flag style game, that requires level 80 to participate in.

-Go nuts and make a 5v5 MOBA style mini-game, requires level 80. Everything required is there, Everyone should start off at level 1 and quickly(achievable within the hour) level to level 25.

-Level 80 only dungeons. With level 80 only rewards

-Certain World bosses that specifically target anyone that ISN’T 80 first. (Targets low levels first).

Why do this?
Because it’s not that this game lacks end game content, it’s that they truly made it that the entire game, end game. By create level 80 specific content, getting to 80 doesn’t mark the ‘end’ of a journey, it marks the beginning of a whole new set of things to do.

The way WoW worked was that level 1-60 wasn’t the whole game, level 1-60 was more like a ‘tutorial’ where you slowly learned to play your class.

The game only really ‘started’ at level 60, where you take everything you learned and put it to use in dungeons/Competitive PVP etc.

Right now GW2 is a very pleasurable levelling experience, Probably one of the best in any MMO I’ve ever played. It’s succinct without being too easy, it’s flavourful, and doesn’t feel like too much of a grind.

The problem is everything drops off the second you hit 80.

Sub-suggestion.
Now if only there was a way to ‘upvote’ certain comments on the forum, and that the devs need to personally reply to post each week that’s gotten the highest amount of up votes. (Just as a way to demonstrate communication with the community)

Integrate VOICE-Communication " in game" for party's and more?!

in Suggestions

Posted by: Cloesd.3025

Cloesd.3025

A well working clear voice system will do wonders for this game, A WoW-tier voice system will not.

How about this for an added idea. The voice chat is not party based but area based. Anyone in a 50 yard radius or so can hear you.

It’d be awesome to just be walking through and see some guy chopping trees while humming ‘another one bites the dust’, or something equally hilarious. Think of the youtube videos, people watch youtube videos then say “oh I want to be part of THAT game”.

Ofcourse this would need a very robust and easily accessible ‘mute’ feature that allows you to mute specific players. (and maybe a way to auto-disable it, if your in a huge raid or wvwvw situation.)

Over Flow In reverse

in Suggestions

Posted by: Cloesd.3025

Cloesd.3025

I actually agree with this idea. If we disregard the name “overflow” for a second and call them, something else; say “Consolidation servers”.

The idea being when a realm population drops below a certain absoloute number, (judged by the point where there’s too few people to complete the events), then it groups people from multiple servers into a single ‘shared’ server.

This means that when the population of the game starts dying down, (Which it already has started to) you won’t be walking around in an empty world. The world will always be full of real people doing events.

If there was some way to upvote this idea, it could be a simple fix that basically saves this game.