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Event Chain Achievement

in Suggestions

Posted by: Nguyeniees.1734

Nguyeniees.1734

As a bonus incentive for players to stick around for the whole event chains, maybe there should be an achievement unlocked for completing it?

This can also allow you to see what events are actually part of the event chain in case you missed out on the first few events of the chain.

Alternatively, to get players to stay for the whole event, the end reward should scale depending on participation level or if you took part in the whole meta-event from start to finish.

List of some additions/adjustments

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Posted by: Nguyeniees.1734

Nguyeniees.1734

I know there are still some minor things that would really make this game great. These additions don’t need to be high on Arena Net’s priority list, but this should provided them with a list of what players want to be implemented in the future.

A couple of things that come to mind are:

  • When in the mystic forge or in the discovery panel in a crafting station, allow us to double click on items in our item list (left panel) to remove them from the right panel (where all the items used go). It’s just something I’m used to.
  • In the trading post, make it so double clicking on an item to sell does NOT open then immediately close the pricing panel, put in a 1 second delay or something. Again, i’m just used to double clicking.
  • In the trading post, making the minimum asking price of an item the same as the minimum selling price/vendor selling price. I hate when people ask for 20 copper for an item, but I cannot sell it to them because minimum sell price is 25…
  • Just a general update of skill descriptions, or allow for a more advance tooltips on them.

Feel free to add anything you would like to see.

In-game broswer

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Posted by: Nguyeniees.1734

Nguyeniees.1734

There’s a command that allows you to access the wiki page, but that opens up your internet browser. I really like the idea, it would really be nice if it were in-game!

The command is “/wiki _” if you were wondering.

Profession Advancement

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Posted by: Nguyeniees.1734

Nguyeniees.1734

As it is in Guild Wars 2, you pretty much unlock all your weapon skills within the first few levels and then you’re suck with them all the way until you’re level 80. Well, how about when you reach say… level 40 you unlock a profession advancement? This will giving you 2 options that will specialize your profession. The best example I can give is probably Maple Story; at level 30 you can do a quest that allows you to choose one of two/three job paths. Once you advance, you unlock a whole new skill tree.

These skills don’t necessarily have to be stronger then what you currently have, just something new/different to freshen things up. These new skills will just replace what the normal professions have. For example: If you were a greatsword wielding warrior, the 5 weapon skills you had will be different from if you were a profession advanced greatsword warrior. Maybe include the option to switch back and forth between the two jobs so you don’t lose the original skills.

The advanced professions can also specialize certain weapon types. This shouldn’t feel too forced; by level 40, surely you would’ve found a set of weapons that your comfortable using.

Some of my ideas:
Warrior

  • Dual Wielding specialist
  • Two-handed specialist

Ranger

  • Profession inclined towards using your pet.
  • Bow specialist

Add anymore that you guys can think of!

I just realise after writing all of this that this suggestion can potentially bring back the trinity system… That was not my intention, hopefully we can steer clear from it.

Oceanic Servers

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Posted by: Nguyeniees.1734

Nguyeniees.1734

This topic has already been posted on these boards before, but I would just like to readdress the issue because I’ve notice that lag and ping issues have constantly been increasing in the past few days.

I’m an Australian player and ping hasn’t really been an issue until recently where I’ve been experiencing around 2 seconds of delay in general PVE and even instance areas. Oceanic servers would really help out many players who are forced to either choose US or EU servers and bare with huge ping.

New Quest System! Warning: Lengthy post.

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Posted by: Nguyeniees.1734

Nguyeniees.1734

To begin I’d just like to say that this suggestion might be a little lengthy, I put a lot of thought into it. So I’ll summaries it to start things off.

TL;DR
I was thinking about a new quest system that allows players to help out NPC’s and in reward you will receive a small amount coin or an item. More on how this will work below. I separated my suggestion into sections just so it’d be easier to read.

Detailed Suggestion:
After finishing your Personal Story and all the Renown Hearts, all that’s left pretty much are the Dynamic Events (I know there are other stuff to do, but I’m specifically talking about quest-wise) and even these Dynamic Events can become somewhat repetitive/stale after doing them over and over. So I’m here to suggest something that will hopefully extend the games content; small quests given out by vendors, important NPCs or maybe even ALL NPCs.

How this will function:
How I imagine this would work is as follows: You go up to a NPC and interact with it as you normally would; however as an extra option there is something along the lines of “Do you need any help?” or “Anything I can do for you?” The NPC will then respond something like “Ah yes, can you collect 3x [Item 1], 5 [Item 2] and 1x [Item 3]” or “The [Monster name] is over running the farm! Please help me take out 10 of them!” and other trivial quests. These quests of course will be relative to what is around the area. So if you were in Harathi Hinderlands, it would be like “Take out 10x Harathi Lancers.”

“Happiness” System and Rewards:
When the quest is completed you get some exp and a small exp reward or an item (For those of you who are level 80 and don’t need exp). You might be asking “Why have this extra system if we can just do events?” Well, these rewards are not the main reason to complete these quests. Each time a NPC is helped, they will gain “Happiness”, a bar that is displayed underneath their Health, think of it like another health bar that slowly drains. Once their Happiness reaches max (I’m thinking after around 10-20? It will vary depending whether the area is usually heavily populated or not), they will begin to sell things that they normally don’t. This is especially for those random Karma vendors that just sell ginger root :| Now they will sell rarer items that you normally wouldn’t be able to vendor; obviously items native to the zone though. As for the non-vendor NPCs such as Soldiers, they can give you a small buff or stat bonus of some sort.

MOST IMPORTANTLY, their happiness will only stay at max for a small amount of time, lets say an hour, until it will start to fall back down to zero, where you will need to help them again.

Okay, that’s the end of the main functionality of my suggestion. The following will just outline some ideas to help balance out my suggestion so it won’t be exploited. Don’t feel obliged to read it if you are not interested in that stuff.

Balancing:
Firstly, I want to say that these quests should have little to do with the established lore of Guild Wars so that players who wish to ignore these quest can do so if they wish. To help prevent people from just botting these quests (or whatever they do these days), each character can help out the same NPC a maximum of maybe 2/3 times a day. After helping out 2/3 times, the NPC will exclaim “Oh no, you’ve already helped me so much! I can’t ask for anything more from you.” Also, once an NPC reaches maximum happiness, no one can help it any further until their Happiness falls back to 50-75%.
To prevent people helping out specific NPCs to farm items that are they are known to sell, make it so that the items they sell are randomly selected from a large list of possible items that they may sell. Also so that NPCs that are located far away in lower player dense areas are not neglected, make it so that NPCs in the areas that are least dense have the best chance of selling better items through happiness. This may even encourage players to travel or return to areas that they have little interest in. Another bonus is that this can introduce a new range of unique items and equipment that some players seem to be craving (me).

Conclusion:
Wow, wall of text… That took a while. Hopefully that wasn’t confusing or anything. I really think this suggestion could bring a lot of content to the game. If you are reading this, I really appreciate you taking the time to read all of that, thank you.

So, what do you guys think?

New Shield Functionality; another use for Endurance

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Posted by: Nguyeniees.1734

Nguyeniees.1734

As a warrior, I find little use in using shields. Shield Bash is decent and the defense bonus is alright, but what I was looking forward to was Shield Stance. I wanted to block attacks with my shield, but most of the time when I want to use the skill, it’s in cooldown.

My suggestion is to have a seperate blocking function implemented. This can done with a press of a hotkey to trigger the shield. Instead of completely negating damage, this can just half or minimize the damage. To avoid constant abuse of this function, every time an attack is blocked by the shield it will drain a bit of your endurance (relevant to how much damage the attack dealt).

Unique Weapon Types

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Posted by: Nguyeniees.1734

Nguyeniees.1734

My suggestion is to create an Unique Weapon Type for each class – a weapon type that is only accessible to characters of your class. This idea came to mind when I was playing my warrior, who primarily uses Greatswords, when I saw a Mesmer using a Greatsword as well. I don’t mind it, but it just seems a little odd. I can understand other classes like Guardians using Greatswords.

Anyway, more on topic… With the quirks of each class kept in mind, I came up with a few ideas.

  • Guardian – Lance used in conjunction with shield (?): 1 Handed; Knockback.
  • Warrior – 2-Handed Axe or Polearm: 2 Handed; Slow, but offers a slight longer range.
  • Engineer – Sniper Rifle (?): 2 Handed; Slow, high damage longer range but more precise. Maybe even a skill with scoped shots for higher critical chances. Just… don’t turn it into a full FPS.
  • Ranger – Whips: 1 Handed, although I can’t picture whip with an off handed weapon; Ranged melee weapon. Idea from someone else’s suggestion thread. Was thinking of crossbow, but it may be too similar to shortbows/longbows.
  • Thief – Shurikens/Throwing Knives: Fast ranged weapons. However is weaker, to balance it out.
  • Elementalist – Books/Tomes: 2 Handed (I hand to hold weapon and another to cast) Grants new magic skills, for variety.
  • Mesmer – Orbs/Spheres (like in Diablo 3): 2 Handed (similar to Books/Tomes Again); grants new variety for skills.
  • Necromancer – Scythe: 2 Handed; Melee weapon, just to change things up. Idea also from another suggestion thread.

Please keep in mind that I haven’t thoroughly played through all classes, so if there are already weapons similar to those I posted above, I apologize. Hopefully, if this is implemented, we wont see everyone hoarding to the unique weapons. That may be a problem… But I thought it was a fun concept.

Do you guys have any other ideas? Post them below!

Weapon Skill Levels

in Suggestions

Posted by: Nguyeniees.1734

Nguyeniees.1734

I’ve noticed that after a few hours into the game, their is a huge potential for unique character development in this game; specifically after you start unlocking minor and major traits. However, their is little diversity when it comes to weapon skills, which after hours of repetition is a little underwhelming – especially when these are the skills that you will mainly be using to defeat monsters. This is specifically targeted towards warriors, as a majority of their weapon skills are various slashes or smashes in different directions…

My suggestion is to implement a separate level system for weapons; as well as introducing a few more skills for each weapon. How this can work is as follows:

  • As you continue to use a certain weapon you will gain exp for it. You will get minor exp for continual usage but more exp when you kill a monster. After you accumulate enough exp, the weapon will level up, gaining you mastery in the weapon (which slightly improves your performance with the weapon) and you might also unlock a skill (unlocked every few weapon levels).
  • An alternative is that you gain SP (Skill Points) for continual usage of a weapon, which you can use in any skill from that weapon, allowing you to unlock any still without streamlined progression.
  • Also, as another user has previously suggested, to add varying levels to skills that can be increased with SP – Eg. Greatsword Swing I > Greatsword Swing II.
  • However leave the 5 slots for weapons skills, as this will allow players to choose between their favourite skills, therefore you wont see a Greatsword Warrior with the same weapon skills as another Greatsword Warrior.

Now, I know this will just add another layer of complexity to the game, which may confuse first time players, and there may be balancing issues with the increased number of skills, but I truly think allowing for a variety in our skills will greatly impact the longevity of the core gameplay.

(edited by Nguyeniees.1734)