Showing Posts For Titanium Argentum.1427:
Hello, thanks for answering our questions. My Top 10 are:
1.- Capes in our characters.
Its a animation problem? Its possible with the tech of the gw2 engine, gliding with capes? Seeing many games with this (including gw1) and want this feature in gw2
2.- Chairs, and sit animation.
When our characters trying to sit in a chair, we see many problems. Chairs dont detect colision, bad animation to sit, and others. Any intention to revamp this animation system, and what are the work process to make this happen?
3.- New playable races.
For example think in tengus. What are the requirements to make a race playable, in terms of animation design for Guild Wars 2?
4.- New Dances and Emotes.
In gw1 we have many animations, for example profession dances. Its possible to export emote animations from gw1, to gw2?
5.- New Weapons.
If in the design process you decide to add a new type of weapon, for example Spears. What are the process to include them ingame?
6.- New Specializations or Professions
When we see the new specializations, new animations are included with them. Animations for new skills, or the use of weapons for example. Can be possible with this engine, make new type of animations and designs to increase options in combat?
7.- Playable creatures – Polymock
Near Rata Sum we see the Polymock Arena, a minigame included in gw1. Are the animations of creatures prepared for this game, or need a rework of the animation system to make the Polymock playble again?
8.- Suggestion – Mounts
In the hypothetical case we see montures in Guild Wars 2, what are the limitations of the engine to make them?
9.- Live Story/ Living World animations
In the Guild Wars franchise its very important the narrative and animations to tell the story. Are you preparing new features to increase the power of animations in the narrative, for example for Living World Season 3?
10.- How to dance Volume 2
The Gem store now have items to fly, items to upgrade the account and others. Any plans to add more items related directly with new animations, for example a new book of How to dance Volume 2?
(edited by Titanium Argentum.1427)
I see the raid system same an extension of the alliances. An alliance can make a raid team, and fight for their alliance and their world, agains other worlds (servers).
My top 3:
1.- Social Rewards:
Two types of raids, cooperative and competitive. Inside a world all guilds make raids cooperating for a shared goal. For example, a bonus in magic find for a week, after completing a Raid, for all players in a world (not only the participants in the raid). Competitive raids between two worlds. A social reward can be “the best world in pve raiding” title, and one special design in their (future) capes for a year. This can add a competitive factor, not only in pvp with world vs world.
2.- Visual Rewards:
Legendary armor can be a minimal part of visual rewards. If the raid system its based in alliances, we can add the visual rewards to guild halls or alliance halls. Statues with their achievements, exclusive decoration only for the winners, or special minigames unlocked.
3.- Revitalized content Rewards:
This type of reward is for players of raid content, no need to win to get them, only play the reward content. Example. Get one map, and make a big raid encounter in that map. All paths of the dungeon in orr can make a good raid. Add a new Lore to the zone, to start a new raid.
Goals:
- Add competitive content between worlds in pve.
- Exclusive rewards for Raids.
- More Lore to learn is a good reward.
- Fans of Gw2 can revisit zones of the game and see new aspects of them.
- Arenanet can speed up the process of making Raid content, using existing maps.
For those suggesting “defend the guild hall events,” what happens if the guild fails the event? What rewards come from succeeding and how are those balanced against other game play modes? How is it kept from being a mob-wave farm fest while still feeling rewarding to use? What makes it special to guilds as opposed to just finding events in the world to do? Would the guild have the choice to just never trigger such a thing?
I’m not dissing the idea, as it certainly could be fun to have an option for action and adventure surrounding the hall, just wondering about these factors.
Continuation from this post: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Guild-Halls/page/16#post4468722
Your Guild Win: gain influence and resources + rank in global ranking of guilds
Your Guild Lose: lose influence and rank in global ranking of guilds
Rewards if you win:
>Unlocks for your Guild Hall
>Rewards similar to other Guild Missions
>Gold for your guild, in full upgraded Guild Halls (one time in a week)
Thematic Enemies:
If the Guild using the Drop Zone have a similar Guild Hall ambiented in Orr
[img]http://wiki.guildwars2.com/images/7/74/Orr_Farmhouse_concept_art.jpg[/img]
They can send zombies to attack your Guild Hall, if you activate this minigame:
Risen Corrupters for example
[img]http://wiki.guildwars2.com/images/f/fb/Risen_Corrupter.jpg[/img]
If you unlock more features in your Guild Hall, you can send more type of enemies in the Guild Hall Defense minigame, and Defend best when other guilds send enemies to you.
The statistics of the enemies, equivalent to their level in other maps. Easy: 10-40, Medium: 40-60 (Can attack Veterans), Hard: 60-80 (Can attack Champions)
As for guild alliance halls. They could work, and would be neat. The only issue would be, what happens if the alliance breaks apart? who gets the hall? Does it go away if the alliance fails and a new one has to be started all over? If anything, that could be a completely new and different CDI if (or after ) guild halls are implemented.
That sounds as complicated as a divorce :P
and chances are, it would be!
All the more reason to keep things separate imo. Fewer peeved people in the long run.
Note we have come up with two valid options that can also be part of the design.
1: Small Guilds aren’t Excluded.
2: Alliances can create a shared Guild Hall.Chris
Can be another option. One new feature: Guild Sponsor
One Big guild can transfer influence or resources to a Small Guild in their alliance, to help them build their Guild Hall. The Small guild have help, and the Big Guild have Hero points.
With the new element of Hero Points, the Big Guild can build temporal turrets in the Guild Hall Defense minigame
This way, guilds of new players in gw2 have help from experienced guilds, and the game give them, the tools to make this possible.
One minigame only in Guild Halls: Guild Hall Defense
Location: In one existent map or one instanced.
Objetive: Protect your Guild Hall, pve style.
Mechanics: (Your guild can activate or not, this minigame)
-Other Guilds on your server or another servers, choose a drop point to send enemies, who can attack your guild hall. Only monsters summoned by other Guilds, no players.
-You can choose the difficulty. Easy, Medium or Hard. Easy activate few drop points, Medium activate more, and Hard activate all.
-To defend your Guild Hall, you have your pve skills, and special weapons in the Guild Hall, for example Electric Balistas (purchased upgrading your Guild Hall).
-If you win, get resources and influence for your guild. For example the next unlocked feature for the Guild Hall. Level up in global ranking of guilds.
-If another guild win, they can get resources and influence for their guild.
-If you fail, you lose influence and rank in the global ranking of guilds.
-If another guild fail, they lose the influence inverted to send the enemies, and rank in the global ranking of guilds.
-If you win and your Guild Hall its fully Upgraded, this minigame can give gold to the players.
Upgrading your Guild Hall, make your guild best prepared for this minigame.
(more Health Points for the Guild Hall for example)
The top 100 in the Global Ranking of Guilds, win a collection of materials to decorate the Guild hall, one year.
(edited by Titanium Argentum.1427)
I find some ideas here quite odd, some guys seem to forget that there are guilds as large as hundrets of players, not 5-10.
Well you would unlock a basic guild-hall / room that is available for every guild (and would not be able to hold 500 people). After that you can build upon that making it bigger. In size while not optimal but Stone Mist would be able to hold 500 people I think (while it would be pretty full) and building something of that size or even much much bigger should not be a problem for most suggestions here. Even for airships (what could not be exacly as big as guild-halls in GW1 I guess) they could be big enough to easily fit a lot of people in.
The bigger problem is that so many people in one spot would be kitten the servers but that is a complete separate problem that has not so much to do with the suggestions I have seen.
The problem can have an easy solution. If we have Alliances, and one Alliance its formed with 5 Guilds for example, we can reduce this number to 250 players in one Guild. We know 250 its a best number of people for servers, playing all in one map (same in WvW).
For example, if the Guild “Soldiers of Mursat” have 500 players, they can make 2 guilds in their alliance, have 2 Guild Halls (in 2 different maps), one for “Soldiers of Mursat 1” and other for “Soldiers of Mursat 2”. The maps can hold them, and the new alliance chats can make the communication best.
(edited by Titanium Argentum.1427)
This is precisely why I asked the question, “what would you want to gain from your primary guild?” It is an exercise in collaborative creativity to see if someone can come up with something that is actually compelling but at the same time doesn’t make you feel like you made the wrong choice. If the answer was easy, everyone would be doing it already, but most things worth doing are hard.
I think a progressive visual reward can help. For example:
Level 1< 5 days representing the guild < Free Aura personalized with the emblem of the guild, in the boots of your armour.
Level 2< 10 days representing the guild < Free Aura personalized with the emblem and colors of the guild, in the boots and Helm.
Level 3< 15 days < Access to the Guild Merchant (a special merchant in the Guild Hall, with discounted prices for items. This merchant can get items for other members of the guild (donations or sells). This merchant can deposit a little of the earnings in the Guild Bank
Level 4< 20 days < Access to the Guild Hall of Winners. (special place in the guild hall, with the trophyes of the guild and a visual list of their members.)
Level 5< 25 days < Access to the Guild Battle room. (Special place in the guild hall. The people of the guild, fight and train in this place.)
Level 6< 30 days < New Title: Honored member of the Guild. Discount in purchases in the Guild Merchant.
Level 7< 35 days < Guild chat representation. A mini icon in the (guild) chat with the emblem of the guild.
Level 8< 40 days < Minipet of the Guild < A minipet dressed with the colors and emblem of the guild.
Level 9< 45 days < Legendary minipet of the Guild < Same minipet, but with special auras or functionalities. Get drops from enemies for example.
Level 10< 50 days < New Title: Hero of the Guild. Bonus to rewards in Guild Bounty and Guild Rush in this Guild.
Representing can be intermitent, but if the time no representing extend too much time (for example 30 days) the visual reward go back to level 1, and lose the visual rewards.
I have many more ideas ;D