Posted by: redhand.7168
1. The system is basically still in beta. Most of these are expected problems and ones that they’re working on fixing, especially language ones.
2. I would suggest that we bring the number of players on a map down a bit. Because there are generally one or two big events on a map at the same time, you tend to have a good proportion of the map over in that area, zerging the events and making the player focus on tagging the mob as opposed to fighting it.
This post will probably never be read, but I’ll post it anyways.
I’ve played the game on and off since beta. I thought it was the greatest thing in the world during beta, and my feel for it quickly dropped afterwards. I’ve just logged my 1,000 hours in the game over 57- days, and I’d say it’s pretty good for the ~$120 I’ve spent on it thus far. I’ve played and quit a dozen times for various reasons.
But I still have hope for the game. And here’s why.
GW2’s timeframe for doing things has never been short – This is the first game I’ve played that was released under the mantra “we’ll release it when it’s done.” Now I’m sure many of you would argue that they released it far before they should have, but that’s another issue. Living Story was a huge gamble, and one that has never been done before in any other game. They’ve had this whole Scarlet thing planned out since the beginning of LS, and I’m sure they’ve had their feature outline more or less planned out all year, with a little room for adjustments. Player feedback has pushed some of the easier things to implement within their tight LS schedule, but some of the bigger things that needed changing have been pushed back until they’ve possibly been forgotten about, or possibly disregarded due to the effects of another update on the viability of the proposed change.
But now that LS Season 1 is over with, ArenaNet has given some time to look back and figure out what’s gone wrong. And I must say that, with the introduction of a lot of the systems they’re adding on April 15th, they show that they’re not afraid to make some pretty huge changes.
- The wardrobe system is a HUGE change to the meta. It’s going to throw the market for a loop. Prices of Dyes are going to rise and fall, Precursors are going to skyrocket, people will start buying things off of the TP Solely for the Skins. Heck, it’s going to introduce a viable way for collecting skins, which is very much a new carrot to chase.
- The megaserver! ArenaNet is rewriting the whole server backend of this game to facilitate more populated areas, thus more social gameplay.
Both of these (along with others) are both huge changes of the game, and representatives of ArenaNet’s ability to make massive changes.
And on the LS side of things, now that they’ve conducted their pilot episode and gotten feedback from the pace, character building, plot continuity, and other devices, I can say that I’m truly excited for LS Season 2.
But to the OP, I will agree that all of your points are valid (to me). But because of ArenaNet’s flexibility, I have reason to believe that those points won’t be the death of the game.
Guild Wars 2: Return of the Zerg.
- …more zergs.
We need to remove Personal Story from Guild Wars 2.
This is a really bold and really unlikely suggestion, but I’m going to try to keep this brief.
Personal Story in GW2 was made as a mechanism to introduce story into the game, not unlike most MMO’s. The personal story was a pretty good idea (although mildly lacking in execution – we won’t discuss that here), but I feel that Personal Story would be more welcome in a game that abided by the expansion model.
Which GW2 clearly does not.
The GW2 meta at the moment is Living World – a concept where all of Tyria is subject to change. Lion’s Arch, a prosperous hodge-podge of services and attractions is bowled down by Scarlet’s army. That’s great! That’s new! That would be completely unexpected in a game that isn’t Guild Wars 2! But while Lion’s Arch lies in ruins from Scarlet’s army, the Vigil continue to carry out diplomatic relations with the people of Ebonhawke through Personal Story. This seems a little unlikely.
Scarlet has been defeated, and will disappear into history. For most, Zhaitan has been destroyed… but the undead are still littering Orr and the Tarnished Coast?
Personal Story needs to be removed to allow Tyria to move on. Personal Story was a great idea to get the ball rolling for GW2, but now that Tyria has another medium of storytelling that potentially contradicts its first, I think it’s time to move on.
I apologize if this concept as already been discussed, but I felt the need to voice it in case it hasn’t.
There’s a lot of mysticism from GW1 that was lost in GW2 in favor of brute force. I too wish to see a little revival of that.
My vote is for a living story with three new areas that outline the cleansing of Orr. First new one borders Cursed Shore and is just a little better, second one borders that and is much improved, third one borders that one and is glorious.
Ah, Yes xXxOcaxXx. That answers my question. Sorry for not looking before posting.
(edited by redhand.7168)
I think instancing bosses would be a good idea. And adding a definite fail scenario to an instance. And then making the instance difficult for the number of players it’s supposed to have in it.
This would keep huge mobs from coming and walking all over the boss. This would allow ANet to give better probabilities of drops to the bosses because there would be fewer people looting the difficult boss.
My question is primarily this: What makes this game “Guild Wars?”
In the first game, very little of it was really about the “Guild Wars,” which was described as a monumental turning point in history. However, one of the main mechanics behind the game was Guilds and battles between them, so this made sense.
Guild Wars 2, from what I can tell, only uses the title “Guild Wars” in an attempt to claim itself as a successor to GW1 and gather players from the first game to play in this second game. The lore in which the “Guild Wars” took place plays no role in this new game. In fact, the only similarity between GW1 and GW2 is the continent, races, …
What’s in a name?
Character Progression in GW2 is something rather puzzling in my opinion because I feel like it was one of the things that GW1 did so well. When I played the game in GW1, I didn’t have to be bent over the numbers so much. If I wanted to run a build with one of my characters, I had to assign points to some of my 9ish stats, but that’s all I had to worry about. The numbers on my skills would increase accordingly. Inscriptions and Sigils on weapons were simple and concrete – an x% increase in damage if this happened, condition Y lasts z% shorter, etc.
But with GW1 – MOST of the difference in your character were the skills you chose, and the way you looked.
The skills you choose are still here to an extent. You choose your weapons and your utilities. Big difference here is – while in GW1 the numbers on those skills could be chosen and changed on a whim, changing from a Zerker to a Condition build in GW2 takes a ton of time and effort to grind the gold to have another Weapon/Armor set to give you MOST of the numbers needed to change around.
Which ties into your gear now. The Gear in GW1 (from what I can remember) started the same for each profession. Armor of the Gladiator’s type and of the Knight’s type had the same stats. You could then customize the armor by adding runes on it – similar to this system in GW2, except in GW2 you have the Basic/Fine/Masterwork/Rare/Exotic/Ascended framework AND the Berserker/Cleric/Carrion/etc framework, resulting in hundreds of combinations of the same armor set. Having these baked in means that the player has to spend less time enjoying the intrinsic beauty of the game and more time grinding to get gold to get decent gear for the one build you were currently playing.
In the end, this takes a toll with immersion. I know that I spend most of my time in GW2 working to get my character fully started with the best armor so I can deal more damage in my dungeon group. In GW1, I could stat up and forget about it fairly quickly and then go in and do things without having to worry about whether or not that 15 platinum I spent on armor was spent on the right stat set. And if something didn’t work the way I wanted to, I could add a little here and subtract a little there until my build was tweaked the way I like it. GW2 locks you into a greater state of permanence.
Also, in GW2, I’m constantly reminded of how much money I’m spending. Every time I travel, I’m reminded that I’m paying 3 silver. Every time I repair, I’m reminded that I’m spending (in my habits) usually around 11 silver. I’m constantly reminded that my money is being drained and that I need to step aside and grind a little to replenish my money. I find that I’m doing things solely for the monitory gain — I no longer do dungeons for the fun and adventure, but rather for the average 1g that I get at the end. In GW1, I could grind DoA or UW or FoW as the Elite Dungeons of sorts to get the money – and I often did. But even then, sometimes I went in for the pure, unrewarded spectacle of discovering that door where Dhuum hid behind.
To make a long story short, to me, GW1 was more about Character progression, GW2 is more about Number progression. But then again, maybe that’s just nostalgia.
Spoiler – her heart will grow three sizes that day.
It would indeed be nice to further upgrade the AR of a piece of equipment without having to completely redo the progress up to that point.
Two words. Hard Mode.
You can’t do hard mode in an open world game. That will de-populate the zones.
Furthermore, I agree that some kind of token system would be cool, but there are already so many currencies…
What if, upon zone completion, you are then given access to gain points in that zone (yeah, I know, point/token same thing). You can save those points/token for a weapon vendor similar to a dungeon vendor. That vendor will have unique skins to that area. That way, people can choose the zone with weapons that they like the most, work in that area, and get the weapon skins. This differs from Gold/Karma because it’s exclusive to that area.
I completely agree. I like the idea of each zone having a daily challenge that you have to work for in order to get a zone specific armor or weapon skin after a few days. That would actually be really cool, and would allow for people to spend a lot of time in a particular area to get something they want.
Also, regarding the level cap, GW1 did a fantastic job of continuing challenging content at a constant (and low) level cap. I think making more content level 80 would be great. You’ll get some of the other people complaining that the content wasn’t made for them, but at the same time, if you make it permanent, that becomes less of an issue. I like this idea! +1!
I’m not sure if you’ve tried this, but we definitely rezzed people multiple times while they were laying in that hexagon…
I’m as ready for Scarlet to go as anyone here, I just want some reason for her existence other than just a nuisance.
If Mr. E is analogous to Mystery, then I wonder if it has any relationship to “Mysterious Stranger” presented in the Asuran Infinity Ball storyline, which turns out to be a future you. This can be sort of explained in Wooden Potatoes’s video here where he talks about that particular mission. I just finished a post about Scarlet’s involvement with future updates, referencing this same story mission. This post can be found here. What do you think? Maybe totally a stretch, but it would be really cool if everything was this huge.
(edited by redhand.7168)
I’ve recently broken my mouse, so I’m having difficult playing the game on a trackpad, so I figured I would spend the day working on getting up to speed on the lore of the game. I’ve really enjoyed Wooden Potatoes’s GW2 Mysteries series and would like to suggest some correlations to how Scarlet might tie into some of this lore.
Let’s track back to the Zephyrites living story event. During Part II of that event, you had The Gnashblade vs. Kiel election where the players voted for one or the other characters in favor of a short term reward (reduced key prices or reduced waypoint prices) and one fractal update (either Abbadon or Thaumanova). I was initially disappointed in the turnout facing the Thaumanova Reactor fractal because it felt to me like Thaumanova was just a random facet used to introduce a boss battle.
After watching Wooden Potatoes’s Thaumanova Reactor Episode, I suddenly thought about a few things.
Firstly, we must note that Scarlet was first introduced only a couple of updates after the election, meaning that her character and content must have been under development far before ArenaNet knew what the outcome of the Gnashblade vs. Keil election would be, so maybe during the beginnings, her character had to remain vague and shallow because the fractal (either Thaumanova or Abbadon) had some explanation to her existence. While I can’t really think of much of a correlation between her and Abbadon, I can think of plenty with her and Thaumanova.
In the above linked video by Wooden Potatoes, he references a few storyline chapters from the early Asura story missions involving the Infinity Ball. He talks about how the player and Shodd (your mentor of sorts) open a portal that brings in your character and Shodd, both from the future. He goes on to say that your future self has come back to the past because he must “Kill himself.” He says it in a way that makes the player assume that his future self has come to kill his past self, but Wooden Potatoes suggests that it’s the other way around, resulting in a suicide mission of sorts that is meant to inspire past Shodd to become future Shodd.
So we know that there is a future dimension, and in this future dimension, there are Steam creatures that come and attack you before you see your future self and future Shodd. Also, the current Thaumanova reactor in its exploded state is one of the few areas in the game where you can find Steam Creatures. The other places you can find Steam Creatures are through portals/rifts in the Shiverpeaks and… surprise, the Scarlet Invasions! Wooden Potatoes makes the inference that the Aetherblades and their superior technology may be correlated with this similar future dimension.
Now ArenaNet decided to correlate Scarlet’s power and knowledge with the Asura instead of the Durmand Priory, suggesting that she’s further correlated with the race correlated with the Thaumanova Explosion, thus with the correlative property of yadda yadda yadda, she and the Thaumanova Explosion have something in common.
My personal speculation with her involvement with Thaumanova, along with the perceived Asuran resentment of her involvement with them, is that at some point, during her learning, she defected to work with the Inquest, who then together sabotaged the work being done at Thaumanova to create the explosion – all with the intention to create this rift between the two time periods (man, that was a long sentence). At that point, she traveled forward in time and built her alliance with the Aetherblades and used all of that to pull the Steam creatures to the current time. All of this probably drove her mad, thus her currently crazy disposition.
My guess is that the fractal will be the brilliant centerpiece to explaining Scarlet, and the development delay goes to show why Scarlet has been so underdeveloped to this point. I’m not a personal fan of Scarlet myself (I actually rather hate her), but after watching that video, it’s interesting to draw some conclusions. Definitely let me know if someone has already theorized this or if there are any discrepancies in my logic.
tl;dr – Scarlet caused the Thaumanova Explosion.
(edited by redhand.7168)
Credit Cards are not free money. If you can’t pay it back, you better not use it ever… even for 25 trans-crystals!
Unless Anet can take directly from a bank account…securely, not many on here will use a credit card. Debt even of a few dollars is not good to have period! I’ll never touch a credit card ever even for a game such as this.
Isn’t that what Debit Cards and PayPal is for?
Awesome. 3/28ths of the game that I can feel at home in. Hanging out with the Pact and their megalazers.
The more I play, the more I think to myself. Who is the target audience of Guild Wars 2?
While I’m sure this isn’t true, as an 18 year old college student, I feel like the game is aimed a little young for me. The “cuteness” factor is a little high, as shown especially by the silly dialogue of all of the races, races like the quaggans, the word “fart” used in a very serious seeming cutscene, and a number of other things.
I feel like the game caters to people who don’t have a lot of time to play and enjoy ticking things off of lists. This can be found in Map Completion, Achievement Points, most every living story event I’ve played so far, dailies, time-gated material, etc.
I wish GW2 kept the same tone as GW1. If they just did that, the target audience may have swayed my way.
I can’t wait to play more!
…and I’ve been playing for 3 hours chasing the carrot on the Obelisks… and besides that, the achievements, and the recipes… I don’t see anything left to do. Such is the quality of two week updates.
I guess ArenaNet just wants me to log in for a day every two weeks. I guess that works.
There’s something about seeing people move and talk that gives them personality and depth. You don’t really know someone by the way you read their words. They’re probably a completely person based on their intonation and body movement.
And they can’t, cuz voice actors. They’d have to bring 10 people back to voice this stuff, and I can’t see them doing that for such a small ordeal.
I’ve been vouching for a more GW1-like AI for a while. This is as close as it gets.
Hip hip, hooray!
Antitoxin should not work in WvW, and those “nightmare seeds” shouldn’t spawn. Keep PvE out of WvW, thank you. No one wants your kitten seeds and AoE heals.
Keep pve out of wvw thhen keep perplexity runes and inflated states out also.
I personally think this is a nice step because it’s pushing support a little more. Most PvE content can be gotten through with all zerker, so you can see them working on pushing the support bit a little more.
I’m in class right now, and I only got to play a few minutes before class. But I liked what I saw. The AI was greatly improved. I like the down state in AI’s, and I like that they make an effort to Rez each other. From what I could tell, their health was closer to what ours were, and I got hit for 1-2k several times, which is more close to what a player would hit. Heck, one of them even dodged one of my attacks. Majorly awesome. I’ve been posting and advocating for some of that WvW genius to seep into PvE, and judging from the release notes, this could be a major step in that direction.
I can’t wait to play more!
You could have these events triggered by a certain number of players being logged into a server. It would affect the areas in the same kind of way that the Scarlet events would, but maybe just a little longer. Personally, I didn’t waypoint travel very much in my first couple of weeks because it broke the immersion and it costed a bunch. My problem would be the effect of overflows – you can’t fit everybody in those maps, and since it has a lasting impact on the world, losing an overflow doesn’t really count for much.
Theres a brilliant post here – link with an amazing idea for making the past content playable. The ideas he’s posted also were amazing.
I see a reoccurring topic that people want story intervals that are introduced less often, but more thoroughly. And that the 2 week intervals are too fast for story content, but that people do like new stuff coming. I guess the problem there comes with introducing something new at the cost of overwriting the main event.
Also, something of my own. The marketing on this is a little overboard in my opinion. I haven’t seen anyone post about this, but I would much rather have a big part go largely unannounced and players stumble upon this giant Krait thing and everyone freak out, than the current over-hyping content.
I’m sure that’s just a little thing though. Maybe just me.
Whoever is the mastermind of the current living story concept needs to make this guy his right hand man. Congratulations, Shriketalon. You have officially made me so excited that there is absolutely nothing ArenaNet can do to one-up you. I want to go play your game now.
What if there were new areas created after Cursed Shore that progressively showed a revitalized Orr, like the current Orr shows the Pact’s increased efforts?
But then, most people probably skip the stories anyway or don’t care about them.
I feel like more people would probably read the literature if it was somehow presented in game. If it was in game, I feel like it adds to the immersion. It kinda breaks the immersion if you have to go out of game to see it.
I throw a lot of ideas around here just as anyone would with any suggestion thread, this isn’t just me begging attention, I swear. It was mainly just because it was way too long for the main thread and I didn’t want to risk someone posting in-between my posts during the 20 second break.
So Anet tries to provide stuff for everyone. In the Queen’s Pavilion event for example, there was something for farmers (the pavilion), something for those who like challenges (the Gauntlet), something for people who like open world zerging (The Scarlet invasions), something for people who like easier open world events (the Balloon events). That’s why the living story seems all over the place.
And you’re right. ArenaNet is bending over backwards to try to make a game for everyone. And while that’s a noble goal, that’s pushing a very big rule in game design, product placement, presentation, etc. You must have a target audience. But that’s a different story altogether.
What I’m trying to say with this thread is: ArenaNet, you’re not thinking big enough. And you’re rushing everything, so you really can’t think big enough. There is a lot you could be doing that makes the player feel needed, adds content that plays itself, and adds meaningful goals/rewards to the game. And if it doesn’t please everyone, then it’s not unlike every other patch released to date.
You’ve built a world. It’s time to quit pulling the strings and let it breathe on its own.
I made a post like this not too long ago. In other words, I agree.
I’d rather have a Guild Wars 1.5 than a Guild Wars 3.
I wrote a lot on some potentials of Living Story and put it here. Read if you like. It is very long though.
I’m not talking about WvW, I’m talking about some of the mechanics in WvW and the way that it plays itself that could be brilliantly applied to the open world to keep it alive and interesting. All in this post should be taken generically. I don’t care if it’s fewer waypoints or fewer quaggans – just something the player base would fight for. Let me know your renditions on this concept!
And if you read through this entire post, you deserve a cookie. Thank you.
So Scarlet attacks a zone. What if players had to man mines and caves to deliver an otherwise unusable resource we’ll call (for the sake of familiarity) “supply” to a depot. If the Scarlet mob makes it (on foot, not by spawn) to the mine, that was cut off, and players had to find other places to get their resources. Siege could be placed, just like in WvW, to defend certain places.
If Scarlet is defeated, well done! It will be several hours before she will return. But if she isn’t defeated in that zone, she will immediately start invading an adjacent zone. The same process will continue. All waypoints will be contested in a zone that is destroyed, and players will have to go back into that zone and mine/gather supply to rebuild those areas. When the area is rebuilt, the players can begin to rebuild the waypoint.
Most all of the waypoints in the game could behave like this. This would probably never happen due to the crazy amount of work it would take to build an environment system like this. I’m not even getting into the work it would take to script the attacks in the first place. But THIS would be a sure way to make the world truly feel alive – and to make each player feel important. Every player would have a role. In the rebuilding of the waypoint, it could require a certain number of a trophy that is dropped by a mob in that area, along with a certain number of Bedrock (mined from a vein unaffiliated with any pre-existing resource) or scrap wood (chopped from a tree unaffiliated with any pre-existing resource).
I have a feeling like this idea could possibly exceed the scope of your current engine/server capability, or be too much of a gamble to invest this much time on. But THIS is how the world could feel alive, and THIS is how I would like to see content created in the future. It allows the progression of the content to be put in the players’ hands.
And furthermore, this could be implemented as a groundwork for future updates. This could be the first update in January and then in each update, you add a different spice. Maybe a dungeon (yeah, this probably sounds familiar) infiltrating Scarlet’s base, but in doing so, you begin to understand her motives further, deepening the character. You don’t come any closer to thwarting her plans, but you understand her character more. She could unleash a new kind of enemy the next update, like a dragon. She, herself, could disappear from her raids and you get mail telling you that she has been found fraternizing with the Kodan.
In closing, let us talk. I’m not necessarily talking about us as players, although we really really appreciate you doing that too. But our characters. We are silent spectators of the game. And I realize that voice acting isn’t something you can always guarantee, especially when it comes to contracting the actors. But I feel like there’s something cool with being able to select your text answer and then hear your character respond to the other subject in the cutscene.
Thank you for your plausible review of this post, and thank you for opening discussion up to the players in this very forward fashion.
(edited by redhand.7168)
This was written as a response to the “Collaborative Development Topic – Living World” post, but because of the size, I think it necessary to post here. Feel free to leave your impressions, or ignore it.
EDIT: I’ve done my best to highlight important parts if you don’t want to read through the whole thing.
Firstly, I absolutely love what Tommyknocker.6089 said. I agree with this 100%
Secondly, I would like to propose that a two week update cycle is NOT too often, but in a lot of cases, the updates are irrelevant in most ways to the last.
Lets review Scarlet, for example.
Her content has been very diversified, from party-crashing the DR celebration to a new dungeon path in TA, to Zone-wide invasions alongside the Aetherblades. These are very different schemes and mechanics, and when following the curve, it feels to me like we’re thrown all over the place.
And then we have Tequatl and SAB contributing nothing to the living story, but rather just randomly popping in. This drops what little immersion there is and feels like content for content sake. A lot of people have enjoyed this content, don’t get me wrong, and in the case of Tequatl, I enjoy the improvements to things like that.
In my opinion, the shining jewel of GW2 is WvW – and I really think you should run with that, but not just in the WvW mode.
In WvW, you’ve designed a spectacle of player-controlled-outcomes along with a Success/Fail system that is perpetually endless – and this kind of system has incredible potential when put in a Living World situation.
In WvW, your fail scenario is losing a Castle, Keep, Tower, Garrison, Supply Camp, etc. And this has actual repercussions for the server. If a Garrison or a Keep is overturned, the available spawns for players is decreased, making it more difficult to fend off the enemy invasion. If a supply camp is overturned, your defenses and offenses are effectively lowered because you don’t have any resources to use. You know how WvW works.
Now, in a living story situation, let’s inspect Scarlet’s invasions.
1st. I don’t actually know the goal of these invasions. I don’t personally believe she actually had a goal that the players were trying to prevent. I think the goal of the player experience was to kill everything as fast as it came alive. What if Scarlet had a goal in each map that the players had to actively work together to combat? What if there was a central point in that map that Scarlet was attempting to take? Lets continue forward with that idea.
Lets suppose, perhaps, that Scarlet was after the Black Lion Trading Company. And if the Black Lion Trading Company was taken over, Waypoint costs went up 10%, and maybe another handful of repercussions. Or maybe Lion’s Arch was destroyed aesthetically and the mystic forge was broken. Or maybe Divinity’s Reach was destroyed and that convenience store of an area that you can buy on the gem store was destroyed. What if the ultimate fail scenario was something that the players actually felt attached to.
[See Next Post]
(edited by redhand.7168)
I love this music with passion.
I must have. Make that two references to the White Mantle.
So it’s been over a year. If this game had followed the same path they took in GW1, around this time we would have had a whole new expansion added to the game full of new PERMANENT content, new classes, new races, furthering the dragon story line, maybe added UW, or Cantha, or Elona.
Instead of that however, we’ve gotten a ton of gimmicky, slightly entertaining but overall underwhelming content (most of it reused with scavenger hunts, etc) that is totally removed from the main dragon plot, and injects random sub plots that are pulled out of the devs butts and are killing GW lore.
Was the living story experiment really worth it? I don’t think it was a good trade at all…
For all we know everything that has been happening could have been done by some dragon we do not know about. For all we know Scarlett could be an avatar of a dragon. Or not. Either way, not sure how this stuff is killing GW lore.
Anyways, IMO it has been a really good trade.
This would be absurd simply from the lore standpoint and would pretty much be the most direct way for GW2’s Lore Enthusiasts that Lore isn’t important in this game anymore.
The fact of the matter is, everything that is happening in GW2 at the moment is almost completely detached from the original GW1 Lore. The White Mantle have all but been forgotten (except in one story mission on the human “Lost Parents” chain, and even then, they were referred to as a “cult group”), the Mursaat… never seem to have existed along with the Titans, Shiro? Abbadon? almost completely left out. At least the Searing is referenced a couple of times.
Sure there are a couple of nods, but this is a whole new game, and quite frankly one that doesn’t deserve to bear the title of Guild Wars. BECAUSE IT IS SO DETACHED.
Dual Classes wouldn’t work here, it would require a complete rewrite of the game.
Horizontal Gear progression is something they should have had from the beginning.
The Ascended idea would be nice if the ascended stats weren’t better.
PvP Types could still happen!!!
Skins. Yeah, totally agree.
I never had a problem with the GW1 RNG.
Totally agree with everything on here.
- Wukunlin: Skins with no stat difference – So fantastic. Max damage was max damage, you had your rarity, but that didn’t change a whole lot. All skins were available, totally awesome. Build Template: YES. SKILL CAPPING! SO MANY HOURS, SO AWESOME. Should totally be implemented…
- Galphar – I especially like the Missions, because it was meaningful progression that had little to do with leveling. And I really loved the Mission/Bonus objectives, where the rewards were modified based on how you did there. And of course, the Elite Arenas. UW and FoW would be so fantastic if they were implemented very similarly in GW2 (Open area dungeon, party wipe = fail, multiple objective lines.
- Meret: We so need guild halls. It’s what made Guild Wars Guild Wars.
- Yujin – totally agree with number 1. The game wasn’t progression based, it really was how good you were at playing, which GW2 really has pretty much destroyed.
I agree with every single one on here.
Things GW1 did right (add to the list).
- More believable villains (like the ones here
- GW1 Cutscenes (the in-game ones / painterly dialogues don’t quite do it for me)
- Dungeons – spread out, not same place/multipath
- Lore-based quests – And no, not really the quest parts, but some story content that actually has something to do with the pre-established lore that GW1 worked so hard to create.
- Player-like mobs – That use our skills, our strategies, our combos, have our health, etc.
And probably countless others. But I’m just thinking of things that could actually be implemented into GW2 as it stands. Feel free to post your own lists too!
…How in the world did you get scammed? GW2 is pretty good about making the game scam proof.
I feel like most players would agree that rewards are relatively underwhelming in the game. For killing a boss, everyone gets a rare (once per day) and most people will salvage the rare for ecto or sell it on the TP for 18-25s. Sometimes, like with Tequatl, killing the boss in the first place is reward enough – and I’m really good with that, it’s a cool mechanic that actually rewards “memorable gameplay.”
Enter GW1, where you had the Elite Arenas of The Underworld and The Fissure of Woe: Grenth’s and Balthazar’s worlds respectively. These were massive, open dungeons of sorts that players could explore, complete, and plunder the daylights out of. For a normal team, this area would take anywhere from 1-4 hours to finish, and a speed clear team could finish all of the quests inside in a much shorter time.
But the area was completely shut off without “Favor of the Gods.”
I’m a big fan of this elite arena type – where you and a team of 5 could go in and explore just as you would a map of Orr or Queensdale or anywhere else – except it was entirely instanced and a party wipe would shut you out of the map… but I’m getting off topic. The point here is that the reward for a team completing so many rounds of Hero’s Ascent (the PvP match that won you Favor of the Gods) unlocked it.
Or in other words, the reward for completing content was unlocking content.
My suggestion boils down to the idea that instead of rewarding the players with a final scenario (i.e. killing the dragon) and then rewarding them with a trinket, to make the epic content you’ve designed to be so difficult to finish a precursor for something else that players want to do.
A good example of this is the pre-existing Priest of Balthazar situation, where a server must defeat the Risen Priest of Balthazar in order to get access to the Obsidian Shards. What if, upon defeating him, a portal was opened that opened a dungeon where mobs dropped Obsidian Shards?
Food for thought.