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Why Guild Wars needs an expansion

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Posted by: Myur.1509

Myur.1509

I agree with the OP. GW2 needs new well-planned and organized contents. The LS is fine, but most players can complete each update in a couple of hours, leaving nothing else to do (excluding PvP, WvW and Char-Reroll).

All other major MMO have expansions for a reason: players want knew contents, new areas, new races, new professions, new features. At present the LS (+feature packs) is not able to offer the equivalent of an expansion in a reasonable time. If this is the maximum we can get “for free”, then GW2 needs a paid expansions with well-planned and organized new contents.

I would like to emphasize: “well-planned” and “organized”. In fact, one of the main problems we have with current updates is that they are not coherently organized, and frequently ArenaNet has to release updates just to modify previous changes in a wrong direction. An expansion would not suffer from this kind of problems. At least, not as much as updates in the present situation.

CDI- Character Progression-Horizontal

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Posted by: Myur.1509

Myur.1509

The global dominance is a really interesting concept, and something we played with a bit back in Gw1 with the luxons/kurzicks but never really pushed far enough to make into a compelling system. Some questions and challenges that immediately come to mind with this would include: How would players playing in an overflow map make a difference, or feel like their time is being well spent? How would this work if we pursued underflow servers? How would this work for worlds that have relatively medium/low populations, or for players who play at off hours (say Australians). ? How would new players understand, and be motivated by this system, and should they be? And most importantly: How would this result in unlocking an advanced profession or advanced horizontal progression for your character? [I get how a system like this could be used for more world bonus specific rewards which is really cool, but I don’t fully see the character specific journey which was my original question]

The event idea is an interesting one, but it doesn’t feel like a “grand journey” so to speak. Do you feel like if we asked you to do 90 different events in a month, and that allowed your ranger to say become a Druid, you’d feel like that was a cool system?

I think the Global Dominance idea could represent a great addition to the game. Maybe a good solution for most of the problems would be to link this idea with an Alliance system.

Players (including those in underflow/overflow) can complete specific Events associated with the Dominance system (I imagine a border similar to the one between luxon and kurzick in GW1 in which players try to push back assaults from one of the Dragon’s minions) and they can receive gold, karma, experience and a new reward represented by Faction points.

Then players can spend factions points is particular outposts to contribute to their Faction (for instance by building defenses or new weapons for a counter-assault). The more they spend the higher is the PvE bonus they receive and the stronger becomes their Faction. In addition, by spending Faction points player could be able to increase a permanent score that is used to unlock Faction (PvE) skills, new skins, or even specific profession specializations.

If players are able to push back the minions assault they can prepare a counter-assault and conquer more advance outposts. Maintaining these new advanced outposts they will be able to earn more Faction points and unlock additional PvE bonuses, and maybe new merchants with special items. Obviously it should be relatively difficult to maintain these conquests (I imagine the most advanced outpost attacked by a Dragon Champion like Tequatl).

In addition, player could be able to obtain Faction points by completing other Events and quests all over the world (maybe new Events/Quests associated with the three Orders for example).

Additional Ideas:

Maybe you can have a NPC representing each Order in each outpost you conquer. Then players can choose which order they want to support:

-Vigil: recruit mercenaries and siege weapons to help players during attacks
-Durmand priory: build new magical defenses for the outpost (e.g., magical turrets)
-Order of whispers: organize sabotage missions to reduce the strength of enemies assaults

Spending Faction points this way players can increase one of three different scores which represent their influence with each Order, and they can unlock, for instance, specific PvE skills, or equip skins.

If players play enough they can have a high influence with all the three Orders, so they can have access to all the contents.

[I forgot: obviously players in underflow/overflow can earn Faction points and spend them to increase the power of the Faction (and thus the PvE bonus) in their server]

(edited by Myur.1509)

CDI- Character Progression-Horizontal

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Posted by: Myur.1509

Myur.1509

The global dominance is a really interesting concept, and something we played with a bit back in Gw1 with the luxons/kurzicks but never really pushed far enough to make into a compelling system. Some questions and challenges that immediately come to mind with this would include: How would players playing in an overflow map make a difference, or feel like their time is being well spent? How would this work if we pursued underflow servers? How would this work for worlds that have relatively medium/low populations, or for players who play at off hours (say Australians). ? How would new players understand, and be motivated by this system, and should they be? And most importantly: How would this result in unlocking an advanced profession or advanced horizontal progression for your character? [I get how a system like this could be used for more world bonus specific rewards which is really cool, but I don’t fully see the character specific journey which was my original question]

The event idea is an interesting one, but it doesn’t feel like a “grand journey” so to speak. Do you feel like if we asked you to do 90 different events in a month, and that allowed your ranger to say become a Druid, you’d feel like that was a cool system?

I think the Global Dominance idea could represent a great addition to the game. Maybe a good solution for most of the problems would be to link this idea with an Alliance system.

Players (including those in underflow/overflow) can complete specific Events associated with the Dominance system (I imagine a border similar to the one between luxon and kurzick in GW1 in which players try to push back assaults from one of the Dragon’s minions) and they can receive gold, karma, experience and a new reward represented by Faction points.

Then players can spend factions points is particular outposts to contribute to their Faction (for instance by building defenses or new weapons for a counter-assault). The more they spend the higher is the PvE bonus they receive and the stronger becomes their Faction. In addition, by spending Faction points player could be able to increase a permanent score that is used to unlock Faction (PvE) skills, new skins, or even specific profession specializations.

If players are able to push back the minions assault they can prepare a counter-assault and conquer more advance outposts. Maintaining these new advanced outposts they will be able to earn more Faction points and unlock additional PvE bonuses, and maybe new merchants with special items. Obviously it should be relatively difficult to maintain these conquests (I imagine the most advanced outpost attacked by a Dragon Champion like Tequatl).

In addition, player could be able to obtain Faction points by completing other Events and quests all over the world (maybe new Events/Quests associated with the three Orders for example).

(edited by Myur.1509)

CDI- Character Progression-Horizontal

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Posted by: Myur.1509

Myur.1509

What sort of systems of horizontal progression unlocking would you like to see that’d accompany a system like extended class progression?

I would like a system mixing instanced and open-world mechanics. For example:
- The player speaks with a NPC-trainer in the world and enters an instance
- The trainer offers to teach the player a new spec if he can help him with some tasks
- The player is required to complete a couple of instanced missions (for Lore!)
- The player is required to complete some open world missions… examples:
* complete events in specific locations to obtain particular event-items
* kill particular boss/champions to an event-item
* explore specific areas to find some event-items
* reach the end of a jumping puzzle to obtain a treasure
- The player go back to the trainer with the required items to complete the task and be trained in the new spec.

CDI- Character Progression-Horizontal

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Posted by: Myur.1509

Myur.1509

Sub-Classes could be a good idea to finally be able to change (at least one of) the 5 weapon skills. Each sub-class (it would be nice to have 2/3 sub-classes per profession) could have access to different versions of the skills associated to each weapon, and players should be able to change sub-class relatively easily in game. This kind of solution would add the opportunity to go deeper in choosing the way you want to play the game with regard to the combat style.

However, while I think it will be important for GW2 to allow changing the first 5 skills sooner or later…
1) I do not think this is horizontal progression (sub-classes should be available well before level 80, and they would just change the way you fight)
2) I do not think this is important as much as the addition of new options/contents for gameplay at this stage

(edited by Myur.1509)

CDI- Character Progression-Horizontal

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Posted by: Myur.1509

Myur.1509

Cdi is great, but I think there should be in-game surveys as well so y’all can get a better finger on the pulse.

Edit- or have a survey section on the forums that changes every couple or few months that is tied in with cdi discussions. If you went this route, I would suggest sending in-game emails encouraging players to participate in the surveys and discussions.

Completely agree. Nothing against anyone here, but in this thread I can see the same names again and again, and some people got stuck with some ideas repeating them again and again even if only few other players are interested. While this is fine for an initial discussion, all the players (or at least most of them) should be involved in the end. Surveys in game would be the best solution, but multiple choice polls on this forum could be good also.

##

Regarding the Nemesis idea. It is not bad, but I do not think it would add value to the game as the other things proposed (and in particular the sociopolitical contents). I think ArenaNet should keep this idea in mind for the future (for instance as a DLC), but in my opinion, now the game needs to focus on diversification for the horizontal progression (and again I feel that housing/guild halls/factions are the best choices for this).

(edited by Myur.1509)

CDI- Character Progression-Horizontal

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Posted by: Myur.1509

Myur.1509

My favorite one is unquestionably Sociopolitical Diversification (Player housing, Guild Halls, and Faction Alliances leading to new game play opportunities, rewards and content).

Obviously I would like to have player housing and guild halls, but I think other socio-political aspects should be also enhanced. In particular I would love to see more aspects of Tyria controlled by the players. It would be nice to have outposts that can be destroyed (during Events) and rebuilt by players and guilds using money or crafting abilities, or faction points. Some Events can be modified to be “slower” and integrated with these new features.

For instance:
- Players conquer an outpost from Centaurs.
- Players/Guilds rebuilt (directly, not just by defending workers during an Event) the outpost and build new (optional) defenses (walls, turrets)
- Optional: players can build crafting stations, merchants, etc in the new outpost
- Players/Guilds recruit and train mercenaries all over the world for an assault to a bigger Centaur stronghold.
- When (if) players have enough forces to attack a new event can be triggered to start the assault.

It would be nice to have Events like this one tied to the different Orders, so that players can earn Faction Points by completing the Event (Faction Points that maybe can be spent to defend, improve and “personalize” conquered outposts). Obviously, only some outposts should be conquerable.

This is just an idea, but as I said I would like to see more sociopolitical aspects in the game and more player/guild control over it.

CDI- Character Progression-Horizontal

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Posted by: Myur.1509

Myur.1509

My Top 3 would be:

1) New missions to expand personal story and lore (missions for the Orders, etc).

2) Housing and related additions to crafting and loot systems

3) Influence system to allow Guilds to directly control/influence specific areas/outposts in PvE. For instance, allow Guilds to control outposts conquered during events and build/repair defenses against assault from PvE mobs (e.g., by intentionally triggering new chain of events), set new merchants, build crafting areas, grant PvE bonuses to players in the area etc. This would require a revamp of some events chain, for example in Harathi Hinterlands.

Things I dont understand about GW2

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Posted by: Myur.1509

Myur.1509

I’m sure a lot of players already did a post like this… but I feel I have to do it anyway. I played GW1 for 7 years… and expected GW2 to stick with the same phylosophy (actually, this is what the developer said during the game development).

Here are the main aspects of the game that I dont like at the moment. Please dont reply just to say “so quit and we will not miss you”. I would not miss you too. Is just that after more than 8 years of GW I want to give my opinion (thanks).

1) Why an “infinite progression” system? The developer said this game was based on fun and content, not on farm and grind, but all the new updates just add new things to farm and new progressions… that are no more optional. Reaching the “max-level” requires hours and hours of farm, not fun. Farm should be only for the skin, like it was in GW1.

2) Why only temporary contents? The Living World idea is good per se, but most of the new contents are small and are just removed after few days. There are no permanent addition to the game. After more than one year there is a lack of interesting new contents to play with. In particular, players who like exploration are frustrated.

3) Why no expansions? The Living World content released so far feels like “just a filler”. It is extremely boring and quite “disconnected” in terms of Lore. The expansion approach used for GW1 allowed to add a lot of new areas to explore and new coherent storylines.

4) What about the personal story? The idea was nice (with room for improvements anyway), but after we kill Zaithan, there is no more personal story progression, and all the recent updates just ignored this aspect.

5) Is Anet scared of big events? The game contains some great events like the one in Harathi Hinterlands, with big chains. Most of the other events in the game are small and repeated every few minutes. There are big potentials in the Events mechanic, but I feel Anet should experiment more (for instance letting guilds conquer and defend outposts in PvE and letting the consequences of the events staying the world longer).

Now I dont understand why they called it GW2 instead of something else, considering that there are almost no game mechanics surviving from the first chapter.

Thoughts on Ascended Gear? [Merged threads]

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Posted by: Myur.1509

Myur.1509

I liked GW1 for its “no-grind” philosphy. I liked the fact that they promised the same for GW2. I don’t care if the stats are improved only of few points: It’s just ridiculous that they changed their mind, and someway “betrayed” their promises to the player base after only 2 months since release!

I will continue to play the game, but I really hope they will change their mind.