80 Thief – 80 Warrior – 80 Guardian – 80 Ranger
80 Mesmer – 80 Necromancer
We are currently working on making rewards for play outside of killing and capping more rewarding, but it is complicated. Giving people WXP for doing things is a very high likelihood.
Keep/Tower defense should be the most rewarding thing, since it is the most boring.
Every time the time ticks to zero, and you still own a keep/tower, there should be a reward attached to it for starters. Even if the enemy is beating on it still.
It would also be great if scouts could be rewarded somehow. I realize this might open the door for easy botting, so here is one way to do this:
1) To get reward for scouting you have to initiate a “scout mission”. This can either be done through a free/cheap consumable, or in designated areas on the map.
2) A scout mission will create a fairly large circle, similar to the capping circles. You have to stay in the circle for the duration of the mission, which lasts Z minutes.
3) To prevent AFKing/botting, “activities” will span at random location at random intervals in the circle. These activities are simple interact objects that you have to go to and interact with within X seconds of them spawning. If you fail to do so the circle will disappear and the mission fails with a much smaller reward, depending on how long you did complete the scout tasks. During the activity, you can still free-move your camera and “scout” the area.
4) There is a maximum of Y players who can get credit for the scout mission.
We are currently working on making rewards for play outside of killing and capping more rewarding, but it is complicated. Giving people WXP for doing things is a very high likelihood.
There are many players who spend their time, especially on reset night, holding/upgrading/sieging camps, towers, keeps and garrison. A reward of xp and silver on the successful tick if you are still inside and you have triggered the upgrade would be very nice indeed. I don’t know if that is even possible, but dang it would go a long way to recoup some of the silver that goes into Quartermastering.
WvW Coordinator
We are currently working on making rewards for play outside of killing and capping more rewarding, but it is complicated. Giving people WXP for doing things is a very high likelihood.
Norn:
-Male head size needs to increase
-Females need heavier, more muscular options
-Females need to look less like Barbie, and more like NORN
-Scar, blemish, and bodily flaw options for both genders
Charr:
-MORE HEAD OPTIONS FOR ALL
-MORE HORN OPTIONS FOR ALL
-MORE HAIR OPTIONS FOR ALL
Asura:
-More ear options
-More face options
-More hair options
Sylvari:
-They’re the best off, but still, more hairs and faces
- news skin Race T0 – T4 – T5 – T6
- halls guild
- Housing
- Arena duel
- news dungeons + skins token
- news maps pvp
- news maps pve
- add mini-games (polymock…)
- pack mission bonus.
- news puzzle jumps.
continue to improve existing cities.
– Add a floor to Rata Sum: Dormitory, coterie, bathroom common.
– Add open house at Promontory.Restore the Canthan district in Divinity’s Reach (The arguments for removing it
were ridiculous)
- Add norn totem, and homes
- Add homes Charr.
- Add sylvari houses and trees.
- Add new houses, arena, pontoons, floors, hiding in Lion’s Arch.
(edited by Louveepine.7630)
inb4 thread moved to suggestions or deleted.
Anyway…
Q: “What could ANet add to this game to keep you playing?”
A: “Nothing. Just fix it”
Or you could finish leveling and come back like everyone else?
The feel of the world.
For me the world in GW2 feels much less…..melancholic than in GW1.
Its epic, yes…..and very childish in GW2.
Its not a bad thing per se and actually funny at most, but surely not the same as it was in GW1 apart from those exception like Joko
That you don’t need a tank or healer.
…
That you don’t need a tank or healer.
That you don’t need a tank or healer.Yea, the fact that you don’t need a tank or a healer really makes this one of my favorite games
Either you didnt understand OPs question or you didnt play GW1 at all because in every outpost there were groups spamming “GLF monk” because you needed mostly 2 healers per group. Tanks had their place too, but you could make it without one.
All in all GW2 is a completely different and good game, not awesome as GW1 turned out to be, but GW2 is still very young…lets not forget that fact
The name, its the only thing they kept really
Badges are still a poor way the get commanders as all it show is that you have a lot of kill and might not know much about attacking and defending. Plus it hinders those who run supper builds and don’t get badges. Regardless it would be better than 100g
When people give a suggestion, good or bad, a positive way to provide feedback is to give alternate suggestions.
You’re not being helpful if you just come here and trash any suggestions, without providing your solution. Just saying…
A big part of a open discussion is stating the pros and cons of a idea. He was simply pointing out for some people badges don’t come as easy as it does for others and a badge only cost wouldn’t be the best idea. In his opinion.
Also your post contradicts its self. Just saying…
On topic, they should really tie the WXP into it, either having save your points that would other wise be spent on rank upgrades or just a rank to hit before it is able to be bought.
(edited by Zikory.6871)
Badges are still a poor way the get commanders as all it show is that you have a lot of kill and might not know much about attacking and defending. Plus it hinders those who run supper builds and don’t get badges. Regardless it would be better than 100g
To all in this thread who miss those days of DAOC , please go and support the kickstarter for Camelot Unchained!!!.
Favorite thing about DAOC was the guild cloaks and unity in RvR. Chat spam in PVE Land when any of the keeps were taken in the frontiers. Chat spam when one of your guild’s claimed keeps was under attack and by how many in the area. Stealther wars and stealthers providing intell to the zerg. Jeez, perma stealth in general.. bring it back , it can still be done correctly. Hard CC’s, hard interupts, speed classes… too much to go on about.
the sequel to daoc is up at kickstarter as of 2 weeks ago. http://www.kickstarter.com/projects/13861848/camelot-unchained?ref=live
The founder of Mythic – Mark Jacobs is in the process of developing Camelot Unchained AKA DAoC 2.
anything, with the capacity to treb Stone Mist from Overlook, this gives Red a distinct advantage. No other zones can attack SM from a keep. Pangloss is also a highly defensible camp on the map too. I think the developers did a good job of making the zones balanced and a slight edge to the 3rd place world.
Sorry but you missed a few glaring weaknesses. Overlook is also the only keep that can be trebbed from SM, effectively making the outer wall negligent and the WP pointless.
As for any argument about pangloss, the same can be said for Rogues in the green corner. It too has two highly defensible entrances.
Red is further disadvantaged when it comes to speldan, not only is it far from home making it the most difficult to defend, its yaks have the furthest distance to travel making it the easiest to pick off.
Anz pass is also further from the keep then any green tower and also is very hard to defend when you don’t hold SM.
Overlook can be trebbed from SM, but you forget, to achieve this, a well placement treb is needed. In addition this treb can be destroyed easily with raw force (AoE) or treb from overlook itself. Although you can breach outer wall/gate, to push to inner, is hardest than two other keeps. The high ground of this keep is the key of defending overlook.
Pangloss is a death trap supply camp. It is the narrowest (closed-space) supply camp in all entire battlegrounds. (In addition it has a shortest supply route). Its choke point is the longest and has a small turn in it (make it harder to see directly what inside this camp (compared to danelon and rogue)). In addition, the heart of the camp (veteran guard) is the smallest (make it harder to maneuver). This make defending Pangloss easier than danelon and rogue. The drawback is: the defender will have a hard time if enemies can push to the heart of the camp.
Ogrewatch: although its gate is on offside area, its high ground is also the key of success for defending the tower.
Mendon: due to speldan, this tower always lacks of supply. In addition this tower is hard to defend (as siege in bridge can be wiped easily). This make area placement of siege in mendon limited. The good thing about this tower, it faced directly to red spawn point. They can drop siege near where they out and they can take this tower easily.
Yes they have some glaring weakness, but they have more advantage than other team. Its just about your team now. Can you use these advantages to the fullest ?
(edited by deviller.9135)
To be clear, assuming we make this change, it would have basically 0% to do with world completion. While that would certainly be a side effect of the change, I’d like to do it because it will add a small amount of variety to the matchups, nothing more and nothing less.
I think you get it wrong with color rotation. You may also lack of knowledge about this. At the moment in SM
1st rank is green and always located at the bottom left
2nd rank is blue and always located at bottom right
3rd rank is red and always located at top.
This is a fact and valid at all matches. What people want is that being able to located at other locations even being at first rank always. The color is just something representing word of locations. And this helps %100 of map completion.
If you always win,….then just go take whatever map points you need and be done.
You don’t need to randomize the colors, since they denote ranking, but just which spawn you get.
Dailies are horrible. In every game. The fastest way to make a game go from fun to a job…is adding dailies. And if you add a daily that rewards a currency type that is attainable in no other way…it’s just plain kitten poor design.
Anything that forces players to feel like the MUST log in DAILY or fall behind on their quest for whatever they want is terrible. When I get home from a long day at work, finish dinner, put the kid to bed, and feel like kicking back and watching a little TV or reading a book before bed…but suddenly remember “Oh Crap, I have to log in and get my daily for that stupid Laurel”…I get overcome with a desire to punch someone. Well, ok, not overcome :-)…but seriously, who thinks this is a reasonable way to treat the player base?
I’m sorry…that came out more rant-like than I intended…but the whole idea of dailies just makes me angry.
Give 30 laurels or 40 laurels or whatever you want for the monthly and just give gold and exp and karma for the stupid dailies already. Or 7 for weeklies that can be finished in a single play session.
Dailies. Are. Poor. Design.
/rant off
This is appearantly a question GW2 devs ask themselves all the time, and i find this to be the most stupid question ever. Why does it have to be fun? Why can’t it be engaging in other ways?
A thriller movie isn’t fun, but you watch it anyway, a drama piece isn’t fun, why the hell do games have to be “FUN” all the time? Especially when we are looking at group play, connecting with people has to be engaging, rather then fun.
Now no this is not about SAB, cause i love that just for the nostalgics(and actually some challenge, who would have known), it’s about the general gameplay. I don’t have anything against fun side missions or just minigames, but atm the entire game is looking to be a joke, and it’s laughing at itself. When will we stop trying to “have fun” in games when games (the really good ones) aren’t about fun at all, they are about getting drawn into a world, they are about story, character, challenge.
If GW2 is trying to be an adult game, wich the nostalgic super adventure box and the casual feel suggests, why is it still treating us like children? The story is so dull it doesn’t get emotion out of a little kid, let alone a grown man, but i guess it’s fun, the dungeons are boring and don’t have any interesting mechanics. Nothing about the main mechanics can be grindy so instead of inserting the grind in challenging stuff that would actually make it worth doing, it’s inserted in the most dull and boring activities of them all. The general feel of being a guild, planning things to do and working together, is gone, there is absolutely nothing to do with your guild and when they do add it they let it last for 15 minutes, most of wich is searching for a wandering npc, wich is boring.
They say gw2 is catering to an audience wich hasn’t got much time to spare, but why is it then that the time we do have to spare is filled with tasks that, if i would let my cat randomly walk over my keyboard while cooking dinner, would still complete?
MMO’s should support getting together with your buddies and doing cool and challenging stuff. Now i don’t have allot of time to spare, and when i do log on first of all i’d like to do stuff TOGETHER, but nothing in this game is remotely interesting enough to actually do with your guild. Every single thing can be breezed trough with a pug, who speedrun or rush things so it’s even more beneficial to do it with them.
Now don’t get me wrong, there is ALLOT to do, but it all feels so generic and boring. I want to be engaged into doing something with others, and it’s not the fun that engages people into coördinated group play (wich is mostly why i play mmo’s) it’s the feeling that you actually NEED EACHOTHER.
And that’s the big problem, we don’t need other people in this mmo, you can stick your head in the sand and just ignore the rest and still get the same results.
The only thing my guild actually gets together for are the guild missions, wich lasts for about 15 minutes each, that’s just sad…
Now before everyone starts to spit fire, i want to enjoy my time ingame aswell, but that’s not what you achieve with making everything fun. The real reason people communicate and form groups is because working together to make something happen feels much better then working alone to do the same thing. It’s the reason this mmo-genre exists, and tbh, gw2 is starting to feel more and more like just a single player with bad mechanics, and some steam achievements for every 2 things you do ingame…
I loved gw1 btw, and i think it’s real sad that from a hub game with only interaction in cities to an open world game, this game has become less social. I wonder how that’s even possible.
I’ll put it simple:
3 realms > 1 realm
46 classess > 8 classes
Defined Solid Classes > Hybrid Kitten I can do everything classes
Realm Rank System > kitten +5% dmg vs guards system pukes
PvP Dungeon > What no PvP Dungeons here?
Mordred PvP Server > No open PvP servers
Did i mention that i had 46 unique classes to play which? > Mirror Opponents
Small Group Play > Zergfests
Relics > Stonemist
Melee/Caster System > I dodge 3 times every 6.xxs at much…
Chain Combos > I press 1,2,3 and i wait for CD’s to be up…
There is not much else to say, but i could keep going on. DAOC wasn’t nearly perfect, it could have grown even bigger than it was already to me. Actually those who claim that DAOC was a big grind. Either they didn’t have friends, or they didn’t for sure know how to ‘grind’, because everytime i would go for a new alt, it just took me 1-2 days at max to hit 50.
Sure the first year of the game did suck compared to GW2 i am not going to deny that. But seriously….. I wonder why they didn’t take some of those features i mentioned above, because that what made DAOC so great, and it will be always in my heart.
PS: Oh and by the way, for those who were complaining about how HARD it was to attain gear on DAOC.
First off, so you want to hit 50 and get the perfect gear? You want to be the king? Earn it then!
2nd thing… In Daoc you could customize your stats to the extreme, making your own templates to your liking.
Daoc was meant for players, that liked to play games, not for ‘casuals’ that buys games just because they’re the fashion of the moment… Casuals ruins the games, pick another fashion and leave the real players build up great games.
(edited by IzHaN.4823)
I think DAOC had a lot of unconventional elements to it that are still best in genre even today. One of them being RVR of course, but other things, like DF, positional/reactionary melee styles, class variety, and hard interrupts still stand out to me as brilliant pieces of game design.
The things I miss most about DAOC RVR / dislike about GW2’s WVW:
(edited by scerevisiae.1972)
DAoC: 46 unique classes, 3 unique realms.
GW2: 8 classes, 1 realm.
DAoC: Huge frontiers, slower paced territory control, ultimately pushing on heavily defended relic keeps.
GW2: Playground sized frontier, siege keep A from keep B’s wall. Objectives of imaginary importance.
DAoC playstyle options: Zerg, 8man roam, small group roam, solo, stealth, DF, Labby.
GW2 playstyle options: Zerg or be zerged, solo roam and fight 1 of the 3 other masochists.
The main difference is DAoC was much more rock paper scissors, but this is exactly what promoted competitive teamplay. With GW2 everyone is essentially a DPS class, with (light) shades of support and control. At the rate these games have been going, pretty soon we’ll all just pick a color instead of a class, and we’ll all be given the same standard-issue beating stick, so that we can be absolutely sure we’re all on the same playing field. It’s going to be so fun!
In terms of RvR /WvW people like myself who have played both games can make this statement
first daoc . 15 $ a month for rvr in the past pre toa expansion / ea mythic . the rvr for that game was . EPIC
second gw2. no monthly fee for wvw , monthly updates , changes / balances , the wvw for this game is . Carebear
im starting to think that in terms of how things turn out in the end are going to be the opposite but not in every aspect .
for starters . gw2 is not going to change their policy on a monthly fee i assume and as for daoc , they still do the monthly fee so that has not changed nor will it ever .
but here is where i ponder the subtle changes .
where as daocs rvr started out as great and became a flop later on. i look at gw2 wvw as a flop and will turn out great .
point 1.
6 or 7 months in no rank system for wvw gw2 but they finally put it in .
daoc always had a rank system but ruined the ability to increase at low levels later only to be max level to finally get ranked higher ( opposite)
point 2.
Daoc has a place called darkness falls where as players who gained control of the rvr map could then enter the zone to earn tokens to buy armor /weapons , but ruined it later with toa expansion .
it’s been rumored that gw2 might install a “darkness falls zone” to lessen up the que times for wvw and give reason for players an incentive to do wvw to get armor / weapons that would be the same as dungeon armor / weapons or possible precursors
(opposite)
point 3. in daoc the games rvr system was ruined when they combined servers together which allowed the " Xrealmer" to join what ever winning side they wished for rvr later on .
Gw2 early had some “Xrealmers” but then changed it so that for players to transfer servers , they had to pay in order to get on another server to experience the WvW content of that server . ( Opposite)
if things continue the way i see it .. we might be looking at a mmo that might become the late great daoc . that all depends on the staff of arena net for their hard work .
and in that case . Godspeed arena net !!
If previous posts are correct, the current point system is really illogical. Why should 2-3 or more people killing one Dolyak give more points to the server than one player killing the Dolyak? Developers, please explain your logic!
More power to the groups and even less reasons to do solo roaming?!?
Completing an objective should give same amount of points to the server, no matter how many people contributed to it.
WXP reward pool per objective should be constant and divided by the amount of people who contributed to it e.g. let’s say capping a tower would give 1500 WXP. If 10 people would contribute to it, each would get 150 WXP. With 30 ppl each would get just 50 WXP. If just two players would cap a tower, they would get 750 WXP each. This would steer people away from zerging and we would have more varied split team tactics. Probably less lag as well.
This the first and only game I’ve ever seen, where people would see a bunch of AoE coming their way and yell “AoE’s are coming! Quick! Everyone stack together!”
Does that make any sense?
Its always been a five target cap .
not in beta it was put in to nerf AOE in PVE from what i remamber ((something to do with farming))
Great pic Chronometria.. perfectly illustrates why there should be no AoE limit.
Green side is unbalanced as well because the green keep has the most challenging vista point out of all the vista points on EBG.
I’ve witnessed some people asking for ports just to get to that vista.
Please make keep vista points more balanced for all sides.
/nods sagely
GG Milky…..Golf clap
I don’t golf. There is just too much drama in the sport. I enjoy the kind and caring community that guild wars 2 has.
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