AngryJoe Interview - HoT Questions for Devs?
in Guild Wars 2: Heart of Thorns
Posted by: MakubeC.3026
About the Revenant:
1. Could you tell us in detail about the early stages of this profession? How did it come to life? It’s a very unique and original profession that perfectly fits with the GW universe and the whole Rytlock situation right now. We’d like to know more about why and how it came on top the other profession ideas. Who had the idea of a “heavy class character who can channel the forces of powerful beings of the mist”?
Random question a lot of people WILL LOVE:
1. When is the “Design a weapon contest” returning to Guild Wars 2?
The skills on the right half of your bar are tied to the legend which you are currently invoking.
Lets see if I can phrase this unambiguously:
When I am invoking Bob the Mighty, will I have a Bob-themed pool of skills to choose from when filling out my right-hand tray, or does channeling Bob the Mighty give me an absolutely specific set of 5 skills without variation from any other Revenant invoking Bob?
I realize the answer may be different for buttons 6 and 0 than it is for buttons 7, 8, & 9.
That is not set in stone yet and something we are deciding still.
As noted earlier in the thread if there isn’t a choice it appears the revenant will feature less customisation than other classes and may be quite inflexible.
There options really are the legends you bring which offer unique playstyles and skills, I can see your point though.
I’m actually ok with them not being able to select from a pool of utility skills.
That will set them in stone, but would also mean that switching legends switchs your utility skills as well, which is awesome in most degrees. Also, balance is going to be easier.
As I see it, later specializations will unluck new Legends and thus, more Legendary-combos. It’s surely a cool design.
“I am running Malyx-Rukik”.
“Dwarf king-Shiro is the new meta lol”.
Stop dreaming pals. It’s gonna be Rukik!
I wonder when Anet will do the “Weapon concept art contest” they used to do for GW.
It’s like a contest where players summit drawings for weapons, not whole sets, and the winners get made into the game. That would be superb in my opinion. I’ve been waiting for it.
I work on systems, skills, and balance, among other things.
Also the designer for the Revenant. xD
Loving your signature man.
Because that’s what we need is more achievements to lock the new precursors behind yet another wall. Sorry, don’t need one we already have the requirement for Map Completion that forces PVE players to do WvW.
if you think it’ll be easier to do the precursor crafting than buying one, you have another thing coming…
Well the thing is, the TP cost of the precursors from drops or the forge is directly influenced of how much work these collections will be. It will obviously reach some sort of a balance. If the precursos prices would keep rising all the time (which they would if people would be buying them instead of doing the collections), at some point doing the collections would become the lesser chore.
Conversely, if the collections are easy to do, the prices of the precursors on the TP will fall lower and lower (and along with it, the prices of lvl 80 rares and exos) until they again reach a balance where it’s about the same work to do the collection or get the money.
The new precursors won’t be tradeable. It is stated in the PCGamers interview I think. So, money legendaries will still be available as they are now, but the new ones will be tied to personal progress only.
Why would it not? There’s nothing stopping an achievement counting for more than one collection?
Because them people could just receive every single precursor the instant they unlock the mastery. Which is yeah, quite stupid. They already have a system for it that doesn’t seem to involve achievements tied into it anyway, so this entire thread is hypothetical.
Maybe this isn’t the best idea.
But maybe different achivements for different precursos so they don’t count twice?
Slay 500 giants as one achivement for the legendary maze “The kinbane”.
In my opinion achivements are the most valid way of tracking real progression. You can’t cheat on most of them.
These would be excessively grindy (100 Pvp tracks is roughly 4000 PvP matches)
Also Dynamic events tend to change with updates so it would be hard to get consistent.
Those were just examples. The numbers should not be taken seriously. I was just trying to introduce a concept idea :P
(edited by MakubeC.3026)
MMORPG = Many Men Online Role Playing Girls
GIRL = Guy In Real Life
;)
MIND. BLOWN.
By just completing the map 100% I’m sure you will do at least 70% (of events).
That’s a funny joke. You can easily clear a zone 100% with only running into 10 or 20 events. That’s a drop in the bucket for how many there actually are.
The number of events in this game is mind boggling. Just the other day I came across an event I had never seen before in Queensdale where you have to escort the guy from the orchid carrying a body wrapped in a spider cocoon; I assumed that I had never seen that event because the conditions for it to happen are rare… like failing the event that precedes it which is probably really easy to succeed.
That’s another thing, some events just won’t happen unless failure occurs, and ArenaNet have explicitly said before that they don’t want players to be encourage to fail events. Doing every event in the game will never be a reasonable goal. However, completing specific events can be, they are now.
You are totally right.
Maybe do 1500 unique events?
Maybe not tied to the LS?
I would like collections too close to the luminescent armor, since that does feels too much like a grind for a certain currency. I was hoping on a design that let’s you do it your own way and maybe don’t feel too repetitive. More like Mawdrey.
that’s 4 thousand pvp games e_e tone that down if you’re going to compare it to dungeon paths and the personal story
lol. Yeah. But maybe the one too easy is the dungeons one. Could make it harder. Anet will know better.
I love this thread. I am sharing it with the entire dev team, because I think it’s a wonderful point of inspiration for those of us who are creating, to helping those who create, a game world in which players can have fun, meet friends, and have respite from the challenges of daily life.
All the best to you, Jaymee, and to you and your wife, penelopehannibal.
Gaile, I hate to be that guy, but please also tell them to make PvE not to suck.
Haha, jk. :P
OP, I feel you so much. I was trying to explain this to my girlfriend just the other day and she was amazed by my words. She is the kind of person that has barely touched a videogame in her life and the fact that they can be so important and refreshing in people’s lifes took her by surprise. We can fall in love, meet new important friend and allies and even free ourselves from our physical limitations through playing.
Kudos to you and the Anet team and shall we meet in game.
What's being done to fix conditions in PvE?
in Guild Wars 2: Heart of Thorns
Posted by: MakubeC.3026
Are there any more issues besides the 25 stack capping…?
I know you needn’t say, but please make an exception for me.
Complete all dynamic events in Tyria.
That would take forever, there were over 2500 at release and many others have been added since :P
By just completing the map 100% I’m sure you will do at least 70%.
Unless you ran from POI to POI like a train track. And I really think that’s the kind of thing that will make you see someone with a legendary and go: Wow, that guy is a legend.
Coming from a guy with only 1700 hours played since pre-release. I don’t even grind.
What Achivements would you like to see in order to get the precursor?
I want something that really shows how epic you are, that CANNOT be bought by any means and that still let’s you do whatever type of game you’d like in order to get them.
Here are some I’d like to see:
Complete (5) of these achivements to get a Precursor chest:
- Get 12k achivement points.
- Complete all dynamic events in Tyria.
- Kill 5k enemies in the mists. (sPvP and WvW apply as one).
- Become Dragon ranked.
- Complete all dungeon paths.
- Become the Slayer by slaying every non-boss creature in game 500 times (Kind of grindy, but not a big deal).
- Complete your personal story.
- Complete 10 collections.
- Complete 100 PvP tracks.
- Complete 2 WvW achivements (after they get reworked of course).
- Complete 3 sPvP achivements.
Brainstorm time.
Leave your ideas for what you would like to see.
I have observed almost all of the community agrees on the following:
- New weapons
- New skills (Utilities and weapons)
- New traits
That being said, I’d like somekind of sub-classes as well. Balancing traits with accesability so they don’t go full OP, but for them to make builds like the Gunslinger become viable. What I mean is, more weapon or build oriented traits that blush build diversity.
That’s all I could wish for right now.
Loved the LFG and Living Story panels.
The Hero is a little bit crowded, but I still kind of like it better than the current one.
The Guild Panel is ok too.
Excellent job overall.
I am going to assume in 2 weeks we will receive more living story since anet hasnt said no more releases, but i believe the finale is coming with some big news!
We were told we would collect a new armor throughout season 2, done.
We have also now received 3 of the 4 stats we were told to be getting.
So it would be a safe bet to assume the next patch we will get the last stat combo and will be the finale which happens to be before a big holiday break for Anet.
I think the finale is going to end with us finding the golden city from the vision along with Glints egg, and the egg possibly hatching before the screen going black and announcing an expansion for GW2….finally.
I don’t see fighting Mordremoth as being something that can happen through the Living Story. The LS team has roughly 20 devs on it, and I don’t see them able to design an elder dragon and a dungeon for him to reside in, so it only makes sense that an expansion will introduce that. Also, why would only 20 devs be working on something as important as the next Elder dragon fight?
That stuff does seem big enough to maybe be the big plans Anet has been working on “behind the scenes” though.
Here’s to hoping!
lol, mate, you were almost point right lol.
When the sorroundings of a downed ally suddendly become a endless pool of deadly AoE.
Thief day is the worst though. Its like a freaking Predator movie.
People just appear out of nowhere behind you and freaking mob you. It’s almost funny.
My only wish is that their damage would stay the same, but the amount of shots from Rapid Fire would be reduced from 10 to say, 7? Given that I am currently fighting someone, and not too focused on finding the Ranger first, or else an enemy thief would kill me, it sucks to dodge Rapid Fire and still be killed by about 7 other shots.
The range, the damage, everything else I can deal with. But the amount of shots fired feels a bit too much. At least allow me to dodge during Rapid Fire to mitigate most of the damage. Not spend both dodges and still pretty much die.
Aside from that, yeah, pretty easy. Kite around a tree and break LoS if you have to. I actually stood behind a tree yesterday in Khylo. Poor Ranger, Rapid Fired all 10 of those arrows right into the tree. Didnt do a single thing to me. :P
I like this approach.
I use Thieve’s Guild in sPvP.
I’m one match away from slotting double pistol.
I-I DON’T LIKE PLAYING STEALTH!
can’t counter the pew pew if you can’t see them coming. and if you can’t see them coming, it means they outplayed you. positioning is very important for rangers. if they pew pew from a bad position they can be killed very quickly.
and if they play hide and seek, getting on hard to climb spots, that’s their experience with pew pew rangers paying off.
i met both very good rangers and not so good rangers.
perhaps you had a bad day and met quite a lot of good rangers.
Yes, I know. I know their pew pew currently works like that, but let’s be honest, the damage is outrageous, specially for the cooldown and the distance.
When you can take out 85% of a heavy class HP every 10 seconds from 1200 units away, something’s not right. And what’s the so called counter for this? Roll when Point Blank Shot is coming or die?
Point Blank Shot + Rapid Fire + 1200 range = I don't want to use that word but
needs nerf.
Can you counter the pew-pew?
I think they need to lower the DPS a bit, a ranger can take a light-medium player with a single knock back, pew-pew combo. If you add to that the fact that some rangers play hide and seek, getting on hard to climb spots and start snipping everything that moves withing 1,200 with a single combo, that’s not fun. You are dead before you reach them.
Sometimes you get to them and kill them, but they just re-spawn and get on the same spot again (I’m talking to you Temple of the Silent Storm and Kyloh). If there are two rangers doing that, it’s merciless. I’m not talking about an overhaul, but less damage or maybe a higher cooldown on Rapid Fire.
I think a single combo KO should not be taken so lightly, specially since most of the times you can’t see it coming because lol 1200 meters.
I don’t visit the forums too often, but was just curious.
Are there any changes in balance coming to Rangers?
I don’t want to be THAT guy, but come on.
Don’t give me the git good speech.
Reasons why I don’t like the new dailies:
PvP:
- You can’t complete the PvP ones unless you play with different characters. (I’ve played since pre-release with my Thief. I don’t want to create a Mesmer just to complete dailies.)
Solution: - Bring back ye old PvP dailies (Kill x enemies, Capture x points, Play on X Map, Be Top Player on something, Rez allies, Finish x Enemies).
PvE:
- Lumbering was boring, now you have to do it in specific areas.
- For PvE, instead of lumbering, make event trackers: Complete 2 events on Ascalon, etc.
WvW:
- The WvW ones are alright, although somewhat too easy.
But now after this new matchmaking system we have literally lost all but like 5 of our games.
Are you trolling me?
Here are your results going back to the last update (16th), and counting only matches were you were in a party.
32 wins, 30 losses, 5 desertions
- or -
33 wins and 34 losses if you go by team resultI can’t tell which ones are guild parties vs parties with other players, though. And you did hit a dry spell there for a bit. So let me know if you are still having issues.
Jesus God, PWND.
Just for the record:
Yes, I have had some awfull matches, but most of them have been pretty good, even if we lose.
I really think you need to get a Thesaurus, okay? You seem to be really overdoing the use of okay, but let me tell you it’s not always okay.
Surely the occasional alright, very well, fine or good could be thrown in now and then, okay?
There were some episodes where it seemed like every other line had an okay or 2 or 3 which I found somewhat annoying.Okay, got it.
Did you guys read what the wiki has to say about this guy?
“Peter Fries is a Writer at ArenaNet. Prior to this year, he was an Environment Artist on Guild Wars Factions, Nightfall, Eye of the North and Guild Wars 2. He has done art for videogames since 1993. To the casual observer, Peter appears to have lived a happy, unremarkable life as a suburban family man. No one has yet uncovered, or even guessed at, the monstrous scheme that Peter set in motion decades ago…”
We better watch our steps…
Dear Mr. Justin ODell.
I just came here to say I love all of the new changes and feel they are for the better.
Thanks and live well.
I am somewhat glad this was done.
I like the courtyard and all, but that’s maybe because I always win. Spirit Watch is another unconfy map sometimes, when people just keep scoring and scoring when there’s nothing you can do about it.
I like both maps. But this may be for the better.
Now release the new maps
So far this is what I liked the most, from “this thread”:
http://www.guildwars2guru.com/topic/9874-capesrepresenting-your-guild-what-would-you-like-to-see/ in a fansite forum.http://s1108.photobucket.com/user/Baktwerel/media/capes_2.png.html
http://i1108.photobucket.com/albums/h413/Baktwerel/capes.png
I remember these concepts from the pre-release days. Always thought they would work regardless of the “Non-human model” problem.
THANK YOU~~~!!!!!!
I’M 43 GEMS AWAY FROM THE TOMB FINISHER, NOW YOU KNOW WHY I’M SO HAPPY I HAD TO CAPS.
Just one small suggestion:
Consider implementing Dessa’s lab.
Not as normal fractals, but like special portals for raids, being that you travel in time for them rather than putting them in the open world.
This is not currently an option supported in Guild Wars 2. I am however curious how you would see this functioning. Would it be some sort of keybind toggle, or something else?
Keybind. Or make it be that when you interact with NPCs it is disabled, so you can select the dialogue’s options. Kind of like ICM does, but less buggy.
The Statue Hall
-Snip-
I suggested this a couple times during the thread. Though I was picturing a circular place with maybe 2 or 3 levels to fit the 500 statues rather than a long hall.
My tops:
1. Ability to see guildmates info (APs, rank, Titles, collections, number and character names, small auto-description) in the GH.
2. Diversity of eligible Guild Halls.
3. Guild directly affecting the looks of the Hall.
Proposal Overview
Getting the concept of Guild Halls right.Goal of Proposal
Few bullets on how to approach Guild Halls.Proposal Functionality
- GH should be instanced.
- The theme for the Instances should NOT be one singular place where every guild has a “different version of the same building”. Like a Mansion or a Cave .
- Rather they must be a place where Guilds could logically coexist, even if they in reality don’t (A Neighborhood full of mansions, a mountain full of caves, The Mists, One Airship out of hundreds in the airport).
- They should be customizable to some degree.
- Must have different themes (Asuran, Human, Norn, Charr).
- Should be tiered or at least flavored, unlocking greater locations but also leaving the option of not upgrading or changing (Tier one: Guild Cave. Tier Two: Guild Airship. Tier Three: DR Mansion). But my guild is small and pirate themed, so even when we can upgrade to a mansion, we stayed with the airship.
- Should have a sparring area for guild members.
- Should have a section where you can see information about guild mates (AP, Number of Characters, Hours Played, Little Summary about him he wrote).
Associated Risks
Not considering any of these could result in something. And no, this is not a threat.
So far the thread has proven my bulltets from page II were on track.
But I haven’t seen much regarding Info about your Guild Mates features.
I think this could be a great addition. Maybe displaying the GW2 leaderboards (PvP, APs) sorted by Guild and things alike that integrate the guild and make the GH a place where you can go to check out your guildies progression.
(edited by MakubeC.3026)
Here’s a proposal I pieced together from several ideas posted by forum users:
(exactly one year ago! o_O)Dude…This is like real good.
- We don’t lose server pride.
- We are still merged.
- Loving the idea of assisting other matchs on different tiers.
- Reducing queues.
Attention to this man.
Can we discuss this?
I feel this idea would be spreading everyone too thin. While generally in t1 you can find fights at any time, and that’s why I enjoy it, even in t1 sometimes there’s just dead periods, and spread that population out over half a dozen servers… that’s going to mean a lot less action.
Contrary to popular belief we’re not queuing maps 24/7, we have a deep queue reset night, then we queue one map if that at any given time, we may see 2 maps queued on a saturday/sunday but that’s about it.
A year ago when the guy made the video it may have been solid, but I really don’t think the current population can handle that without it being a pretty spread out and small force type thing which honestly would have me not very interested in WvW anymore as even now I’m logging off sometimes when after 30+ mins we can’t find a force to fight. Walking Yaks isn’t fun to me.
I don’t think it’s a bad idea, I just don’t think the current population can handle that many servers. Alliance up and use fewer overall servers for a season then we could talk but not half a dozen servers with 4 maps each spreading the current populations over all that area.
I see.
I play on a low-tier server, Sorrow Furnace to be precise, and we see queues very very rarely. Even in reset nights for this leagues I’ve seen them only once.
I think you are right on the thought of spreading us thin. Maybe then, remove the feature of server hoping?
But then that will leave us with servers ranting because their low tier companions didn’t even make it to 75k PPT. How could we resolve this? Or does this trash the whole idea?I think it kills the idea, I know I wouldn’t want my score to be determined by something completely out of my hands. I mean at that point might as well just roll a dice and that decides who wins for the week and do away with the scoring all together.
I think some alliances combining servers into one entity could mean more competitive “servers” but that idea was shot down by many smaller server players in the last discussion as they don’t want the larger population play style.
In the end at this point there is only one idea I’ve seen that I really think is solid and should be added. That’s points for kills. If those were very impactful it would reward good play, promote fighting, water down the PPT influence, and with that it’d automatically scale based on population as when there’s less people to kill you’ll get less kills meaning less points, and on the flip when there are more you can get more. So I think that idea is solid, the rest of them IMO still need to be worked out and many details kinda throw them into the “please don’t do that” pile for me.
Have to agree with you. The idea loses it light without the jumping between servers.
But I’m also heavily against rewarding points per kill, at least not in a even way. Like I said, I play on a low tier server, and when you are losing, specially with 10k gaps, most players even enter. In the other hand, the winning server always has many people, because they have high morals and PvErs can visit their beloved missing WvW vistas. So you end up running around with luckily 15 people while the other team has 30+. That’s a high percent death rate.
Points per kill should be implemented only if the losing server gets more points for them as many have suggested. Else, the gap will only stay or become larger.
Here’s a proposal I pieced together from several ideas posted by forum users:
(exactly one year ago! o_O)Dude…This is like real good.
- We don’t lose server pride.
- We are still merged.
- Loving the idea of assisting other matchs on different tiers.
- Reducing queues.
Attention to this man.
Can we discuss this?
I feel this idea would be spreading everyone too thin. While generally in t1 you can find fights at any time, and that’s why I enjoy it, even in t1 sometimes there’s just dead periods, and spread that population out over half a dozen servers… that’s going to mean a lot less action.
Contrary to popular belief we’re not queuing maps 24/7, we have a deep queue reset night, then we queue one map if that at any given time, we may see 2 maps queued on a saturday/sunday but that’s about it.
A year ago when the guy made the video it may have been solid, but I really don’t think the current population can handle that without it being a pretty spread out and small force type thing which honestly would have me not very interested in WvW anymore as even now I’m logging off sometimes when after 30+ mins we can’t find a force to fight. Walking Yaks isn’t fun to me.
I don’t think it’s a bad idea, I just don’t think the current population can handle that many servers. Alliance up and use fewer overall servers for a season then we could talk but not half a dozen servers with 4 maps each spreading the current populations over all that area.
I see.
I play on a low-tier server, Sorrow Furnace to be precise, and we see queues very very rarely. Even in reset nights for this leagues I’ve seen them only once.
I think you are right on the thought of spreading us thin. Maybe then, remove the feature of server hoping?
But then that will leave us with servers ranting because their low tier companions didn’t even make it to 75k PPT. How could we resolve this? Or does this trash the whole idea?
Here’s a proposal I pieced together from several ideas posted by forum users:
(exactly one year ago! o_O)Dude…This is like real good.
- We don’t lose server pride.
- We are still merged.
- Loving the idea of assisting other matchs on different tiers.
- Reducing queues.
Attention to this man.
Can we discuss this?
This is what needs to happen. Simple. Elegant. Fixes pretty much every issue on every server. Additionally, it would “time proof” the game against population fluctuation, bandwagoning and simple player attrition/resurgences.
I really wish Anet would do this. WvW would be fun again for those of us on servers other than Blackgate or in T1.
I see a lot of ideas here, ideas that have come in past threads where I’ve participated and that have been dismissed in those occasions.
People need to stop and look at other people’s ideas instead of just throwing out theirs without even reading the thread.
This was THE VERY FIRST RESPONSE in this thread and it looks like no one even read, even when it was a VIDEO with AWESOME BACKGROUND MUSIC. I’m not saying its perfect, it could use some twerking, but had the brainstorming started disscusing it, it would of been in a better place right now. IMHO.
John attention to this please.
(edited by MakubeC.3026)
Here’s a proposal I pieced together from several ideas posted by forum users:
(exactly one year ago! o_O)
Dude…This is like real good.
- We don’t lose server pride.
- We are still merged.
- Loving the idea of assisting other matchs on different tiers.
- Reducing queues.
Attention to this man.
Can we discuss this?
I’d like a large area/court yard where u can invite opposing guilds to GvG, and have a wall in the middle with readable plaques of the guilds u have GvG’s in your GH and the results of that fight.
This wouldn’t work.
We already have this in OS inside WvW, yet nobody uses it.
We need an organized system for GvG a la PvP.
On the editing topic I’ve seen a few things listed.
Assuming everything has a cost:
Some questions with sample answers:
Q: what kind of thing would you be ok with static placement?
The building structure (Gardens, pools, arena, doors, windows, Asura portals, maybe even pictures on the walls and furniture).
Q: What kind of things do you think work fine with grid placement?
Harvesting nodes maybe?
Q: What stuff would you want to have free placement?
Statues that reflect guild achivements, GvG trophies and other trophies, NPCs, guild members info banners or statues or whatever we use for that, different bundles.
I wanted to dig into the instanced vs non-instanced debate a bit. Here are 4 questions I’ll pose:
- What do people see as the benefits of instanced?
Privacy, more space for own guild, permanent content without worring about losing it.
More customizable, less discrimination for small guilds, endless posibilities for expantions and guild social systems, security.
- What do you see as the benefits of open world guild halls?
More “realistic” approach, could open a new branch of Guild Wars like events, more recognition of bigger guilds.
- How could we get the benefits of instanced guild halls in a system of open world guild halls?
If what you suggest is having a part of the GH in the open world for the “owner” and an instanced part for the “rest of guilds that didn’t won the fight for the GH but still need one” I don’t like this idea.
If what you suggest is having “The Great Guild Hall Keep” in DR everyone can explore and making an instanced version of it for every guild, I’m not with you either. Its immersion breaking like what I mentioned in one of my 1st comments: “The theme for the Instances should NOT be one singular place where every guild has a “different version of the same building”. Like a Mansion or a Cave .”
- How could we get the benefits of open world guild halls in a system where guild halls are instanced?
Maybe we could have one or one per map, major structure in the open world which the best GvG clan of every server can occupy. The contesting could be monthly. Can’t come up with anything right now really.
(edited by MakubeC.3026)
This is a tell I will never forget.
About customization.
I’d like Chris to talk about this because of the many suggestions I’ve seen here.
In my personal opinion and experience, I think Gw2 was not developed thinking of allowing players to build stuff. This is most likely very difficult and takes a lot of time and effort using Anet’s home-made applications. You can’t just select “menu —> chair —> rotate —> place”. And even if you could, giving these tools to players would need a considerated developing time and effort, making it in simple words, not feasible.
So Chris, I would like to hear about this. Could you please tell us some things and maybe set a more realistic scope for the brainstorming? What does it means “customizable” for you and for the company? Can we talk about spawning statues and trophys in the backyard or should we talk about building whole keeps from scratch?
The most we could expect to get is a purchased, temporal module with all crafting stations and some NPCs for 300 gems for 48 hours.
So, what you expect is a place with no permanent amenities? just a pretty place to chat/twiddle your thumbs? If there are no permanent useable npcs, crafting stations, guild group content, what is the purpose of a guild hall and why should I pay for something over and over when I can just jump up to EOTM or borderlands to craft or visit the merchant/trading post? Why wouldnt they jump impliment GvG and forget all the guild hall stuff if all it is is looks?
Many have suggested:
- WvW Portals, so the guild can gather there before going to WvW.
- Portals to the major cities and fractals of the mist.
- Mini Games rooms.
- Guild Mates information.
- Direct exit to the open world (being able to use any wp from inside it, so the guild can go directly to guild events).
- Sparring area invluding GvG. Also maybe hop in to the guild’s PvP arena.
- Customization and titles that could be shown to others (achivement statues, prizes).
- Wave-like events and sparring bosses.
Remember that Guild Halls is a place for the guilds to gather, not to allinate theirselves from the world.
Q1: What should a guild hall contain?
A hall should have access to crafting, guild and personal banking, a merchant, a guild commendation trader and a trading post. This is all simply what can be found in borderlands with a couple guild specific items. Since alot of people use borderlands for their banking and crafting anyway, I dont see any of these additions as being of any great extra benefit and, thus, should be a part of a typical hall that is, they should be either included in a “starter hall” or be relatively easy to get/build.
Can’t agree with this. Sure, it would be nice, but you need not to only see the player’s needs, but to address as well Anets needs and vision as a company. Remember they have the Royal pass and the Airship pass which they seel for gems. For that reason they cannot just give it for free cause we want it. Not to count the impact that will have on major cities concurrencie. The most we could expect to get is a purchased, temporal module with all crafting stations and some NPCs for 300 gems for 48 hours.
This could also be a place where, for some upfront cost but without the recurring cost, a permanent, though potentially smaller pvp arena could be built. This may not be a full 5v5 size arena, but perhaps something where you could do as many as 3v3 (or maybe even a larger room with an “every man for himself” mechanic large enough for a large guild to all participate. Interesting maps might include a bar brawl (no weapons just environment objects like bottles, tables, chairs), maybe something similar set in a farm. I am not big on pvp, but these things sound fun to me anyway. Of course, people should be able to invite non guild members into their hall and pvp area.
This is by no means all inclusive just some items.
Same again, if they implement this, the rates for their Personal Arenas would drop. It’s not feasible. The most we should expect, if anything, is 1vs1 or GvsG.
(edited by MakubeC.3026)
Room: Guild Game Hall (minigames)
Suggested Format: NPCs that offer access to guild only versions of minigames, such as Sanctum Sprint, Kegbrawl, etc. (with spectator capabilities, eventually). This would work alot like the pvp custom arena (and probably couldnt offer rewards.
That would be sweet. But then I’m afraid open world mini games would get even emptier. Everybody loves mini-games, the problem being the randomness they have, so putting them in GH like rooms would anhilate the open ones IMO.
It is something I can live with though. I know everybody (or at least I) dies for playing mini games with all of theirs friends for once.
Proposal Overview
Getting the concept of Guild Halls right.Goal of Proposal
Few definitive bullets on how to approach Guild Halls.Proposal Functionality
- GH should be instanced.
- The theme for the Instances should NOT be one singular place where every guild has a “different version of the same building”. Like a Mansion or a Cave .
- Rather they must be a place or Guilds could logically coexist, even if they in reality don’t (A Neighborhood full of mansions, a mountain full of caves, The Mists, One Airship out of hundreds in the airport).
- They should be highly customizable.
- Must have different themes (Asuran, Human, Norn, Charr).
- Should be tiered, unlocking greater locations but also leaving the option of not upgrading (Tier one: Guild Cave. Tier Two: Guild Airship. Tier Three: DR Mansion). But my guild is small and pirate themed, so even when we can upgrade to a mansion, we stayed with the airship.
- Should have a sparring area for guild members.
- Should have a section where you can see information about guild mates (AP, Number of Characters, Hours Played, Little Summary about him he wrote).
Associated Risks
Not considering any of these could result in something. And no, this is not a threat.Why do you think to get it right they need to be instanced. Or for that matter why do you think any of the other things you suggest need to be in to get it right?
With all due respect, it just wouldn’t work in the open world. The main reason why GH are asked for is for guilds to have a private zone on which to gather without being interrupted. Futhermore, how could they make a customizable space for thousands of guilds with dozens of thousands of players in the open world?
Then again, do your research on ArchAge and maybe play it a while. You’ll see why is it such a bad idea.
As for the other points, having a communal building for all guilds would be inmersion breaking, as well as not having themes for it. Being able to customize your GH is a must have, you just need to read the thread.
Tiering GH is also something very important since its a form of progression, something required in MMOs.
I’ll give you the sparring area, maybe this is not as necessary as the others. I just wanted to draw attention with the wording :P
But the guild mate information is also vital because that’s the whole point of GHs: interacting with your guild members.
(edited by MakubeC.3026)
Proposal Overview
Getting the concept of Guild Halls right.
Goal of Proposal
Few bullets on how to approach Guild Halls.
Proposal Functionality
- GH should be instanced.
- The theme for the Instances should NOT be one singular place where every guild has a “different version of the same building”. Like a Mansion or a Cave .
- Rather they must be a place where Guilds could logically coexist, even if they in reality don’t (A Neighborhood full of mansions, a mountain full of caves, The Mists, One Airship out of hundreds in the airport).
- They should be customizable to some degree.
- Must have different themes (Asuran, Human, Norn, Charr).
- Should be tiered or at least flavored, unlocking greater locations but also leaving the option of not upgrading or changing (Tier one: Guild Cave. Tier Two: Guild Airship. Tier Three: DR Mansion). But my guild is small and pirate themed, so even when we can upgrade to a mansion, we stayed with the airship.
- Should have a sparring area for guild members.
- Should have a section where you can see information about guild mates (AP, Number of Characters, Hours Played, Little Summary about him he wrote).
Associated Risks
Not considering any of these could result in something. And no, this is not a threat.
(edited by MakubeC.3026)
Glad to see you back Chris. I like the document, I think it has captured the most asked for petitions here. We are definetely on track.
Now onwards to the next subject!