Agree with Draknar, however some thing should be done to make those zones more interesting and attract people to play. they could act as world bosses, or dungeons within a zone that is just as rewarding. One example would be a let say village or a castle that every day at 9 pm the citizen turn into were-wolfs or vampires or frog-lings, with their boss being the king or a governor. Trick to it not to be overwhelmed or exploited is, that you have to arrive there during the 30 minutes shape-shifting window, than area gets locked by high fence and only those inside can do it and get reward.
WvW need some improvements too, all it is right now is a big ball of players rolling and capturing staff back and forth. that’s just not interesting enough, also there no rewards, or they are way to insignificant.
WvW has easy solution, it still requires 3 sides to fight, don’t have to be servers. Say vigil, priory and whispers want to take the zone for them selves, and when during your story line you pick your side, that’s the side you get to play for in WvW.
As for leveling i might agree with you, keep it at 80 but after level 80 give people options to get insta-80 for alts, be it a gesture of pure heart, or buy it at gem store. I honestly don’t want to re-level another character, even if there 10 possible story lines.
Henri, i do partially agree with you.
1. is valid, except i’d prefer to level only 1 character and for all the alts i would like to have a choice to level them up again or just get instant 80 and enjoy end content.
2. absolutely for increasing the bounty and make the events a little longer/harder but only as end game portion not during leveling (if it’s kept)
3. valid, don’t count them in server pop, remove them to hold up servers and when they return they should get prompt which server they want to be on and continue playing.
As topic says, What does end game mean for you? and is it present in GW2 today as we know it? please make clear if it’s present or not.
For me end game is not WoW alike grinds and Job alike 8 hour raids. End game for me must constantly keep me engaged, be it a dungeon run or a raid, or a world event or pvp. I do however want to be rewarded for every activity, it is important and those reward have to be of notable importance. Those activities should be some what challenging, not impossible but hard enough to give the feeling that i have earned the reward.
As it is, the end game is non existent, lots of good content with no notable reward.
- invent zoned sets, let’s say if person does huge evens in diessa plateau, he will get badges from small event, combined with medals from medium event and an eye of the giant from huge even and get them selves an exotic helm.
Please list your ideas, i do believe that unless we get a carrot in one zone, no one ever will go there. every one will sit conveniently in lion’s arch and wait for pvp or dungeon to pop up.
- make more craftable items that will require mat farming and thus require traveling to different zone to farm them.
- make more group events scattered around the world zones, just like dragons but some smaller and some medium and some even bigger
- to the previous bullet, make those even rewarding enough that level 80s would want to go there and do them, reward should feel like reward and feel like earned. Not just another junkie to sell to vendor or TP.
Hello Every one,
So here i am with Zone re-population idea. I’m a little tired to see those cool zones being so dead and we never come back to them. I want them to be active and constantly get us to return there. I bet every one does. so here is my quick Idea. I’ll break it down by few bullets.
- Scatter the crafting materials, let’s say skin from white bear can be only found from bears in snow regions.
Same drill with Lions Arch. we will have LA1,2,3,4,5 as much as needed to fit us all and as population drops on the previous servers people from higher server will be able to relocate and stay in perfectly populated zone.
Now please let’s discuss This Ideas, feel free to change and/or add to them as well. I will open another thread on End game content which will touch a little on the zones re-population. Along with servers merge and re-population strategy zone strategy will add to a good constantly busy world and we’ll never feel lonely. I’ll discuss all changes and new ideas regarding the levels and servers re-population.
- Now imagine these servers are not scattered are rather part of one big world. and now we have 5 servers only for diessa plateau which grants same capacity, except those people who played on separate servers can play on diessa plateau “server 1”with 100 people capacity making it 50/100 occupied and other 4 ready for more people once the first server is filled. If population on server 1 empties people from server 2 will be able to transfer there without loosing progression.
- so let’s say we have no servers like we do now and just have one big world and zones act as servers.
- Now with one world we have all those Players around the world who are in diessa plateau right now (on different servers) meet on one diessa plateau server single server.
- Let’s say server capacity is 100 people, and there are 5 servers where all this 5 servers are only 10/100 full (only 10 people play and there 90 empty slots).
2. Server Re-population.
So once again, all zones are vacant, there are servers that are nearly dead and this is just demoralizing, gives feeling of game dying.
First of all i don’t think we need all those servers to choose from when we choose regional server. I believe we should have servers based on game zones and work similar to Lion’s Arch overflow mechanic. This will help re-populate dead zones like diessa plateau (considering there are no levels of course).
You will say “well people will grind talent points in one place, so what’s the reason to do it?”, well the reason is simple, to repopulate the zones. Also those talent point will be scattered and if let’s say you hate one zone, you will be able to make them up in another. Overall i don’t see why we need levels any ways, first character we get through story to enjoy, after it we rush every character to level 80 to enjoy the “end content”. The end content i will cover in another Thread but i do have great idea.
My solution idea:
1. levels.
I think that it would be best to remove leveling entirely, it’s waste of time any ways. Just give us the base stat re-balanced by customization at the start (like let’s say noble warrior will get more stamina, or endurance than let’s say ferocity warrior who will get few more points of base damage). The talent points you should make farmable just like Skill points. Farmable in a sense of those quests and personal story line.
Problem:
Every one i believe just like my self noticed that all those beautifully crafted zones are dead for the most part. After player takes his character through leveling zone he never returns there unless to hit the dungeon or a raid dragon (boss), with only exception being Arah for the events. This really gives me a sense of dead content, this also makes people think that there no end game ( i do not mean hard, job alike raids from WOW, but actual content to keep us engaged). I also don’t think that we need to level, leveling is purely a wasted time that only forces us to go through the story line and go through zones to see them and once again, never return.
Hello Every one,
I’d like to touch two major topics that i believe are problematic and if solved correctly will give us a better gaming experience. As stated the no levels and Server re-population topics are up for discussion. They are very tied together so it’s one thread for both of them, you’ll see why in a minute.
End game is necessary 100%. However by End game i do not mean the work style grinds or 7-10 hours raids. End game as i see it, is some thing that we players will do at level 80, that will keep us engaged and interested. With that i can tell that end game is not 2 meaningless daily quests for whatever time killing reason or 5 minutes dungeon run.
If i’d say that i like GW2 the way it is, it would be a lie. I do not want it to turn into another job but i want to feel more engaged in the game. Each reward has to actually be earned, not just thrown at us and has to feel like it’s earned.
All i can say is “invent, invent and invent again”!
1. Dungeons should be at least 30 minutes to a hour long runs and of course with scaled rewards for scaled difficulties. These 5-15 min junkies are straight up garbage. That flame legion exotic set should be earned, because it looks good, because it’s exotic. Right now it’s just given to us.
2. Teaming up and guilds have to be more encouraging. I’ve tried many guilds and can honestly say, i didn’t need a single one of them. Being in guild is straight up not rewarding, or at least not rewarding enough to mater. I want guilds to actually do staff together (be it raids, dungeons or pvp), not join for the heck of it.
3. I would like to see raids, 10 and 20 man raids would be just perfect. The 5 man teams don’t offer enough sense of unity and engagement. You would say “NO WAY!”, but this idea has the right to live. I don’t see a single reason why ANET can’t make these raids to work out. Invent bosses with better mechanics, offer sexier loot (may be even legendaries on small drop rate). – i Will continue on it in a different topic dedicated just for raid discussion and overall pve enhancement.
4. Another topic that deserves separate thread. The holy trinity, i know the game was designed to not have the holy trinity, however why do we have tanks in GW 2? just why? Don’t tell me “well, bunker is not really a tank” or “well it’s mostly used for pvp so we don’t mind”. No, bunker is 100% a tank, one of the main components of holy trinity, so why do we have them? If we have a tank and DPS, it would make perfect sense to add the missing component. On the other hand ANET could remove the bunkers completely.
5. i’m all for inclining horizontal to vertical gear progression for PVE, there absolutely no reason to keep it horizontal. If it’s horizontal, people would simply not try one or the other dungeon, or go kill this boss. Good example is COF VS Arah, gear is same stat wise, COF is easier, i don’t see a single reason why i would like to go more than once to Arah, and first time only to see it. My argument here is that there absolutely no reason to do some thing harder when you can get same reward without any effort.
6. Lastly, i want to touch the leveling mechanics. GW2 is very innovative, i don’t see a single reason why we should have levels. we can gain rep independent of levels, so is the characteristics (ferocity, valor and the 3rd one). I would say that ye we have to go through a story mode of our first character, and with each completed chapter in the story mode with various branches of story line we should get the talents to spec with. That would be more than enough, and every other character we create should just come with all explored way points and talents, so we can enjoy the character. Additional story line should be optional with some reward if done.
7. Unfortunately last point has led me to this final topic. The zones, i believe they all should be part of end game, not just one thing we never return too. this could be a part of raid content for example, or any thing else, but be alive, rather than forgotten. Also those zones while being part of the story lines, should offer a choice, i personally hate dredge zones and want to avoid them all i can even if i don’t experience it unless for a raid boss. Instead i’d like to stick to diessa plateau, or ogre lands.
(edited by Asmodeius.2751)