Yea, people want to be rewarded for time spent but reward =/= better stats. That thinking is the path to the WoW treadmill darkside.
Adding the holy trinity and raiding would totally crown this game as king of the MMOs (imho ofc), then throw in some goals (DAoC style) to WvW, while removing the repair bill in WvW and it would just be heaven.
This is already the best MMO out atm, but it could grab more players if it used the WoWisk style raids and dungeons, the dungeons clearly arn’t working as thought when the forums are full of players upset about dying so much in every instance. The “everyone’s a DPSer” was a good idea, but it clearly isn’t doing much in the fun department when it’s nothing but die and run back, die and run back.
Some way of adding in trinity style play a bit more may work, we already have the heavy armour classes and some healer elements, and after all, there is no reason not to cover all the bases, making everyone out there happy?
Or do we only play to the call of the choosen few?
This is a funny joke. As a casual player dungeons are way too easy, the hardcore players have the exact opposite complaint you think they do. While I agree with you about WvW I do not want to play the same pve game as you, it seems.
Might as well, since Anet has decided the premise they sold this game under no longer holds water.
exactly this …
you never know now that GW2 has thrown out their original manifesto.
Warrior – Tank/DPS
Guardian – Tank/Healer
Ele – DPS/Healer/Support
Theif – DPS
Mesmer – DPS/Support/CC
Engineer – Healer/Support/DPS
Ranger – DPS
Necro – DPS
hell why not lets just NGE this game!
Agreed. Look at all the rage around ascended gear. Look at all the rage around one time only events.
Had ANET tried to gather feedback first, they rage would have come early enough for ANET to back off. But, now that ANET has put development time into them, backing off means they have to push on or throw that investment away. So they push on and the rage gets stronger till it becomes a rage quit.
Cosmetic Armor Items
Cosmetic progression at its core concept would, in my mind, work the same as existing Dungeon Vendors. Collect Tokens from doing normal activities in the Dungeon, Exploration Area, boss fights, Dynamic Events, etc… in the challenge area. Then spend said tokens to gain items designed like the Hall of Monument (HoM) items.
Meaning that you double click the newly gained item, drag and drop an armor piece into it and its Cosmetic looks change. But the stats stay the same as the base original item. The items gained from this new “Cosmetic Vendor” do not have stats of their own.
Some Cosmetic Items could be easier to get, others harder. One of the things this does is create status items. Why?
Guild Wars 1 had Obsidian and Vabbian Armor. In many ways, these armors where some of the hardest to get. Some people would immediately try for it, while others simply found other challenges that interested them more. There was no reason other then LOOKS to get either of these armors, but yet people went after them.
Other Armor items in GW1 where much easier to get, so much so that a casual player like me could acquire a few sets of “Elite Armor”.
In a game striving to keep both casual and hard core players going, a system that lets people go at their own pace, fighting the “new” content. Players get a measure of their success in the area (Dungeon Tokens) and eventually they gain a new look to their armor.
And most of all, without invalidating any of the existing content.
If people want a new “outfit”, they would need to acquire a new set of Exotic Armor through existing means then change the appearance with the items gained from the content area.
Finding the Carrot, or why would anyone to reach the bottom of a Dungeon?
Listening to both a friend of mine and my brother, they LOVE challenges. They love trying to figure out how to beat an Encounter, Event, or Boss. Once that wears off, they either get stuck helping friends beat said challenges or trying to find a rare drop.
All sorts of items could drop in a GW style at the bottom of a dungeon. Unique and Rare Weapons in GW1 seamed to be very valuable, to the point some people went to great lengths to acquire them. So why not offer a path to Legendary Weapons though getting to the bottom of a “Challenge” Area dungeon? Maybe offer unique Exotic Weapons only found at the bottom?
Titles are another great way. If you can survive at the bottom of a very long journey, why not reward them with a title for beating the content?
What ever the rewards are, they should be VISIBLE rewards, things that people can stand around and show off.
TL:DR By looking at the very core game mechanics already in the game, you can create a system of progression that doesn’t invalidate existing ways of getting Exotic Armors and Items. Want to know more? Read more =)
The Basic Facts (of life)
- With the announcement of Ascended items comes just days ahead of its release, they are here to stay.
- By the time that any meaningful code changes could be implemented, ANet would have to invalidate peoples hard work within the existing system.
- The existing system only affects Rings and the Backslot.
My Argument for change
The basis of my idea stands the typical MMO model on its head. I firmly believe that traditional stat based progression breaks all MMO’s eventually. In a very large glaring example, “The Great World of Panda” has seen an almost exponential rise in a characters Hit points since its original vanilla release. Its also a system that invalidates all the players work to gain “x y z” gear because in the next major patch a new Dungeon will appear with “x y z +1” gear. This shouldn’t be news to anyone that has played most of the mainstream MMO’s.
Such a system would adversely affect GW2. All existing content of collecting “Exotic” items (dungeons, crafting, karma farming) will eventually become meaningless. The concept that all content is “End Game” content will come to an end. All of which would get passed over in favor of the “new patch” content. Dead zones develop because of this. And eventually, the game starts dying because nobody wants to replay levels 1-79 because its all “crap”.
Thankfully, at this MMO’s heart its still Guild Wars and there’s a way to fix it. All we need to do is look at past concepts and bringing them forward to the new format of Guild Wars 2.
The Plan
When creating a new challenge area, whether it be a Dungeon or Explorable area (or both!), two things need to be considered for “Item Progression”: Cosmetic Items and Encounter Stats
Encounter Stats? what?
Encounter Stats would be a blanket concept for things like Agony. They are specific to an encounter. Whether it be a specific Boss, Dungeon, Sub-Dungeon, Exploration Area is left to the content designers.
Cosmetic Armor Items are simply items with new looks. Because who doesn’t like finding a way to look unique?
How would it work? Lets look at each part separately:
Encounter Stats
Oh the Agony! =)
With future content, the base concept of “Agony” and “Infusions” is the RIGHT way to go. The trick is to change a few things about them to make it more progressive to the mentality you helped create with Guild Wars 1 (with help from other MMO’s like City of Heroes).
Though this system could work with any type of encounter/event, I’m going to use a Dungeon as my examples though all of this.
The Core Concept:
As players progress though the dungeon, they will encounter various Bosses and Events. Succeeding at the event gives you an Essence from that Boss/Event. Collect enough of the right types of Essences, Dungeon Tokens (see Cosmetic Items below), and a few Mystic Coins then head to the Mystic Forge.
When at the Mystic Forge, you place the Essences, Dungeon Tokens, a few Mystic Coins, and an existing Exotic Armor piece (with its “Slot” filled with a Rune/upgrade). Once you “Forge”, your armor changes into Ascended Armor.
Ascended Armor has the same Stats as your existing Exotic Armor, but its upgrade (Rune/Gem) is now permanently fixed and can no longer be removed. Instead, you now get a “Infusion” slot that can be slotted.
For the “Agony” Encounter Stat, this Infusion slot is then filled by what ever mean and unusual event system you have to go though to gain these “Infusions”. (From the article it sounds like the Mystic Forge)
The Future
For simplicity’s sake, I would focus it all on the 6 Armor slots.
The intent of this system is that forging your Armor into Ascended is both a stats effect and adds the “slot” needed for the new contents stat. When a new content area is created that uses a different Encounter Stat, you will need to reforge your armor to gain an additional slot with its own unique name.
As new content is released in the same Encounter Stat, as you delve deeper into the Agony, you will need more Infused Armor. Maybe initially people only need one or two items, eventually they may need all 6 Infused to reach the very bottom.
(edited by Beodyn.1024)
Hi there unsure if this as been posted before but me and a friend were discussing a few things that could do with adjusting for the better.
1. When searching up armor on the Black Lion Trading Company it would be nice if we would select the class type in the filter options example Light, Medium or Heavy, it would save browsing through all class sets.
2. When taking what you have bought from the Black Lion Trading Posts it should allow you to take a particular item rather than having to take all at once.
3. When browsing Armor to purchase from the Black Lion Trading Company you should make an option to preview the item before buying it (you see a low lvl shield up for sale going for over a gold but you cant see why and can’t preview the skin to see if thats why the price is so high).
4. Allow us to change weapons during combat, sometimes when mid combat i would like to change from my scepter and focus to my staff for the aoe’s and keep my distance but it doesn’t allow you to change between weapons mid combat.
Thank You
Danny
(edited by Matterson.8607)
So that’s it.
Right now it feels a little bit like the transition between Fallout II and Fallout 3. It took the devs a failed game to realize what was wrong and make New Vegas feel like Fallout again. But here we cannot have that luxury because it’s an mmorpg.
So then that is what they can do is take what it is now and continue to redesign the game… Anet always says it is a ever changing world? Well show your Fans, Your Cult, your followers, What was guild wars is really now guild wars 2 not some mocked up form of wow or swtor with a different twist. But a truely magnificent piece or art if you will. With side quest and skill caps. With real boss fights not an "I just killed a queen spider never died and now i was owned instantly by a graveling that does a knock down 4 times and i can not do anything to counter.
Please make Guild Wars 2 Way more like Guild Wars 1 if you expect it to survive at all. At this rate i dont think it will last even longer then SWTOR “A complete WoW rip in all rights”. And that is just sad!
Anet if you cant listen to the people and change what needs to change your game will not survive.
Ranger Maulgor
PS I Truely love this game in all aspects but i like gw1 way better cause it was different.
Level 80 100 precenter
Oldschoolgw [OSGW]
Skill capturing NO thx. it may fit gw1 style but not gw2, for simple reason it was a prohibitive system, it made my life hell until I could get specific skills that made it so much easier to do a certain task.
It did increase the longevity of the game, along with the profession-specific armors. You couldn’t simply “max out” a character that easily. A feeling of progression was always there, and the Elite Skill Tomes fixed the unavailability issue later.
In Guild Wars 2 you get to have literally all your skills long before you hit 80, and even after that, you still end up with over 150 skill points by the time you hit 80.
The old skill system was infinitely superior in terms of functionality because (along with other things) it substituted level progression after lvl20. You never felt like that you had a 100% complete character.
Much agreed I think the biggest issue I’ve had with moving over to gw2 was the level progression I’m not gonna lie I hate high level caps, they force you to not spend money for most of the game and then drag hours out of you just trying to max gear, i personally agreed and loved the gw1 philosophy of low level cap, cheap max armor and then grinding for appearance the more of a bamf you were the more you looked like a bamf.
That was my main idea too when I heard that the game will have 80 levels. Especially after that for a while – if I recall – the idea was “no levels at all”.
Guild Wars was revolutionary with the double-profession system, the max 8 skill slots build game, the 20 levels where the game practically started at 20, the single player story told in cooperative missions, the maximum armor and weapon value, the untradeable and only-craftable soulbound armor (Which makes sense because it was crafted with your body proportions. Duh!), the small and understandable numbers (500 hp? kittenage?) and later the hero system which basically destroyed the only bad thing about the Holy Trinity.
So what do we have here out of that? Generic “Look mommy I just dealt 1,000,000,000 damage!” numbers, uncertain and unprofessional skill descriptions, tradable armor for everyone, fix skill bars, and a heavily lucky-drop based income, resulting in general poverty from repairing and waypoint costs while rich people are already running around with legendaries thanks to the gem shop (effectively transforming the item into a negative status symbol), and so on and on.
I don’t know how to phrase this in a non-offensive manner… because the entire thing feels offensive to me…. It’s like the franchise was sacrificed to revolutionize a genre that should have been executed, not revolutionized, because it was always the coffee/cigarette/drug of gaming, designed to addict and rip off people, not entertain them. And Guild Wars was an awesome game, a very elaborate game, a game full of love, and they just reused the fame of it for this thing.
Sure some parts of the game is done well, I think the story is up to GW quality and some of the funny dialogues too and the concept arts too. But those are just the artistic parts, the art and the writing. It’s two different parts of the team. How the game actually plays… I am not satisfied in the least.
They should go back to the roots and realize that they did a lot of things right in the first game, and just because they failed at making a “PvP only game” and the game just kind ended up being good, that doesn’t mean that they cannot take credit for it and build on the things that they did right. It should be part of their “vision” if they ever had any at all, because that’s where it all started. It started with Guild Wars.
So that’s it.
Right now it feels a little bit like the transition between Fallout II and Fallout 3. It took the devs a failed game to realize what was wrong and make New Vegas feel like Fallout again. But here we cannot have that luxury because it’s an mmorpg.
(edited by chronus.1326)
if you got an authenticator for your account it would do the same thing and even more because they couldn’t log into your account at all..
I’ve spent the vast majority of my time on Guild Wars 2 playing an Elementalist, and although I originally thought of these issues with how they directly pertained to my Elementalist, I’ve realized how the change I’ve envisioned could benefit all players.
For those of you who may not know much about structured PvP, when you go into the Hearts of Mist your trait line and equipment are all completely changed, and entirely separate from your PvE set-up. This is to ensure fair competition among the players.
In everything else (PvE, WvW, dungeons), however, you have one set-up for your traits, and if you’d like to try something else you need to go to a profession trainer and relearn your trait points for a small fee. Here’s where I ran into my problems, and where my solution comes into play.
While doing normal quests in PvE, I preferred a D/D condition-build, with Carrion gear. However, this wasn’t the most effective set-up for me in dungeons or WvW and I was much less beneficial to my teammates than I could have been. To become more effective, I would have to retrait and purchase a new gear and accessories set, and then retrait again to go back and keep my second set of gear in my storage. The same problem would occur while going into WvW, depending on what activity I wanted to engage in. I didn’t have the freedom to effectively participate in everything.
The second part to this problem, and although this mainly pertains to Elementalists other professions may my solution as well, is weapon limitations. Elementalists have three main-hand weapons: dagger, scepter, and staff. These are, respectively, short-range, mid-range, and long-range weapons. If I trait into a staff build for WvW so I can defend keeps well, I don’t have the luxury of a weapon switch to then fight in closer range effectively. I have to choose a range in which I would like to fight, and have to stick to that. Our attunements are supposed to be our version of weapon swithces, but the different attunements are all the same range depending on your weapon choice.
My solution is to sell in the Gem Store different character build slots. Characters would initially start with one, and they could purchase more through the store for gems (say up to 5 or so, for a price ArenaNet feels is fair). Players could cycle through these character builds when they were not in combat, just like equipping a piece of gear through your inventory. These builds would hold the pieces of armor that have stats relevant to the build the player wishes to use, as well a trait line specific to that set-up. Players would be free to change the set-ups of each build as they are with their character now. This would allow all professions to take full advantage of the weapons they have to choose from, as well as different possible builds. If players don’t feel this offers them any benefit, they don’t have to purchase the slots.
Thank you for reading, and I apologize for the length of the post. I wanted to be sure I described my idea well enough for others to understand. I appreciate any feedback and constructive criticism, so feel free to voice your thoughts.
Skill capturing NO thx. it may fit gw1 style but not gw2, for simple reason it was a prohibitive system, it made my life hell until I could get specific skills that made it so much easier to do a certain task.
It did increase the longevity of the game, along with the profession-specific armors. You couldn’t simply “max out” a character that easily. A feeling of progression was always there, and the Elite Skill Tomes fixed the unavailability issue later.
In Guild Wars 2 you get to have literally all your skills long before you hit 80, and even after that, you still end up with over 150 skill points by the time you hit 80.
The old skill system was infinitely superior in terms of functionality because (along with other things) it substituted level progression after lvl20. You never felt like that you had a 100% complete character.
It isn’t like you get some advantage from wearing this gear. Just add an option that let’s you replace your armour headgear (without sacrificing the stats) with stylistic headgear (similar to how you can hide armour headgear).
I guarantee that a lot more people would be willing to splurge on style gear if this option was made available (I know I would).
Hi! I am not sure if this is a cool idea, or how many people would be interested, but I was thinking about it earlier and it couldn’t hurt to suggest. ^^;
It seems like the Necromancer minions are largely inspired by the human Necromancer’s minions in the original Guild Wars, which is cool and appropriate, but personally it kind of turns me off playing the class as other races besides human – because all of the minions you raise are very human-oriented (human bones/parts). I thought it could be really cool if each race had its own skin for the minions.
For example, each race would summon all the same minions, but like…
Sylvari: Their minions would look more like they’re made out of leaves and thorns, with sap instead of blood
Asura: Their minions would look more techno-organic, like the human minions but with golem pieces.
Norn: Maybe their minions would look more like their four animal totems
Charr: Bestial, animal-like versions
This could even work with Mesmer phantasms, like instead of exploding in butterflies, the Sylvari clones could explode in leaves, or the Asura ones like holograms, or Charr ones could explode like heat haze hallucinations. Maybe Norn ones could pop in a burst of snow, that sort of thing.
This is a very minor thing, I suppose, and may be more trouble than it is worth. But it would certainly make it feel cooler to run a non-human Necromancer and encourage more use of the other races.
Instead of a large, blank panel next to the “open/close tab arrow”, it would be nice to have the ability to add a name/note for the slot. It doesn’t add anything beyond the ability to denoting a tab for consumables, upgrades, collectibles, food ingredients, etc, but it’s still something I’d like to see added.
I am not sure how anybody could be against more hair options regardless of “culture” or w/e.
Hi. I would like to request that the Halloween event item, specifically the “Mad Memories: Complete Edition” be Account Bound. I would like to keep the item as a souvenir from the event while deleting the character that is currently wearing it even if it’s just as skin. Thanks.
No.
I’d like to see the STORY MODE for each dungeon made soloable, but this is exactly why people are leery of that idea – making it a viable long-term, farmable option encourages antisocial behavior and removes a lot of incentive to interact with other players, dungeons being the one thing in this game that absolutely require cooperation.
Add an unresticted lv80 solo path to each dungeon. Also, make it so the reward will keep u going for a while.
Removing waypoint cost would allow me to move around more freely without any concern for money at all, which as expressed several times, is more of a hindrance to my gameplay, that being said not saying removing all goldsinks, just the one really, basically pointing out that that particular one is just a bit overboard in regards to all the goldsinks, but like i said, just removing that one wouldn’t harm the economy of the game, and it would make the game more fun because we’d be more free
This yes, it would allow people to travel about and socialise more, it’s just stupid charging for waypoints, it’s broken the game down to a single player game.
We have plenty of reasons to walk if we need to, farming materials etc, why would we want to spend ages walking to meet friends etc, I just don’t know what Anet was thinking this would achieve, please tell me.
(edited by Solid Gold.9310)
Now that the Halloween event is over, and we’re left without the lion statue, I’m sure we’d all like to see the statue make a return. However, instead of just patching it in and poof there’s the statue back, I’d like to see it come back over the course of a few weeks to a month. Maybe have workers walking around near it, and some stopping to hammer awhile, make it look like the statue is being rebuilt over time, you could even have some events to go with it, to bring in resources for the workers, which could help keep the price of low end materials up a bit, much like the mystic chest we had shortly after release. Or even just skip the events idea and let the workers fix it over the set amount of time, showing different stages of completion as we go along.
East Coast, West Coast, Tarnished Coast is best Coast!
I hate how some of the things show up I know you can move the map and chat but one thing i miss from gw1 you are able to move everything here i hate the spot the target window pops up at playing on my ele it gets in the way of placeing aoe down at times. So im basically suggesting is make the whole user interface moveable or be able to resize everything on the interface
I completely agree with up scaling drops/chests in lower lvl areas hands down as an 80 running around Queensdale with a friends new alt or something I want to be rewarded with items I could really use or scrap from mats.
The waypoint issue I wouldn’t go as far as free, but scale it to have a set cost based on distance from said waypoint and the lvl range of that area or even make it like the cities as long as you’re in the area its free, but to port there thats when you’ll pay.
Epic skins for Engineer kits and/or turrets: it doesn’t matter how sick my pistols look when I’m all most always running around with my grenades and flamethrower I’d just like a way to look a tad awesome when using said skills.
Also since launch its been irking me… where oh where are the 2h axes?
I would and it already cost set on distance. I am tired of spending 3s going from Malchor’s leap to Lion’s Arch. Map travel in GW1 was free, it should be in gw2. I too am tired of the ridiculous amount of gold sinks. If they got rid of the fee on the waypoints the rest would be tolerable.
I’ve gotta agree on the Waypoint costs being removed, there is really no need of it. I know some people are able to make lots and lots of cash in the game, but thus far I and others I know personally are not them. Seeing people running around already with 300-400 gold weapons when I’m struggling to get 10 gold in the bank is frustrating.
The trait system would be SO much nicer if we didn’t have to pay to reset our traits and we could have more flexibility to play around with it. That’s what made GW1 so nice, was it allowed us to customize our own abilities.
I don’t have a problem with repairs/gathering tools, but the prices for the Superior Runes is insane. I have the ability to make the 20 slot boxes but can I? No, because the runes cost so much.
One other adjustment I feel should be implemented. I bought an extra bag slot on a character, not a big thing mind you, but then if I log on another character do I have to buy it again for that character, when you can buy panels in storage to share. Every time you unlock a bag slot it should be account wide.
Also, I really wish you would change the dye system to account wide instead of character base. With how many dye are possible in the game, holding onto so many extras to switch them back and forth between characters is ridiculous. Once a dye is unlocked, should be unlocked for the account.
glf3m… glf2m… glf1m… blocked from typing
lol
/signed