Ah don’t kill him.
Let’s just make him 100% evil. Maybe he can murder Kasmeer. Or turn out to be in the new White Mantle.
Hi All,
I was going to jump in today but this morning I took our Golden Retriever to the vets this morning and he had to be put down.
We are all very upset and i need to spend time with my family. Hopefully this will be the end o the issues we are facing and I will be able to give you my full attention.
Sorry,
Chris
It’s in the Guild Hall CDI.
So Chris has been great to us here on the forums and I thought a good way to thank him would be to start grass roots push to do something nice for him.
I was thinking asking if Anet would put a memorial to his loyal Golden Retriever in game. Maybe even a drakehound statue with his dog’s name on it. I think most of us on here have lost a pet and can relate to how rough it is. Maybe something like this would help.
Housing:
In GW1 my friends and I use to pretend we owned houses in our Guild Hall. It was just a bit of RP but would be AMAZING if we could actually do that in GW2. It would take a lot to make enough houses to actually allow everyone a place but would be an amazing living city to actually see.
If they just made it so a housing instance could be accessed from within the Guild Hall (maybe a door you could use to be transported to the customizable interior of your home) space would not be an issue. Just like using a doorway that took guild members to their specific guild hall instance (if they had their instance at that location) would work.
All of this could use the already-existing technology that sends people to their Home Instance (remember those?) http://wiki.guildwars2.com/wiki/Home_instance
So I think it might be possible and reasonable to see your idea come to life, without the problem of there needing to be one separate house for each and every person in your guild (could you imagine what a full-capacity guild would look like if it needed that many actual houses in the Guild Hall? lol).
Your suggestion is likely to be the one incorporated if they do housing b/c it is a bit easier to incorporate into the game as it is now.
However, I would love to see full “Guild Zones” with that many homes in it. It would be beautiful. Full of NPCs and special guild merchants. Making all those instance portals shouldn’t be too much trouble. As far as home variety goes it could be kept to a pretty minimal palette with a more robust texture and asset placement options.
Guild Farms
Personalized Guild Enemies
Guild NPCs
etc, etc, etc
It would end up being a lot of work but the end result would be a place I think people would love to spend time in.
Why should Marjory and Kasmeer have all the fun? Let’s convince the devs to take a page from Baldur’s Gate 2 and give us some romance! Instead of Living Stories, we could have Loving Stories! Living Loving Stories in a Living Loving World.
Could it be done? Should it be done?
Slubsloop: There’s something in the water! Help!
Character: kitten, Slubsloop, that’s my girlfriend.
You need to think bigger.
Not just love stories but rivalries, friendships, betrayal, and a lot more with NPCs. Get the characters really connected to the world. Maybe have a create your own rival, love, etc option. Just like how you created your characters.
Housing:
In GW1 my friends and I use to pretend we owned houses in our Guild Hall. It was just a bit of RP but would be AMAZING if we could actually do that in GW2. It would take a lot to make enough houses to actually allow everyone a place but would be an amazing living city to actually see.
Maybe it would just be easier to create a housing editor like The Sims 4 or something similar and allow the guild member to design their homes themselves. Obviously a few good default houses should be available for folks not interested in that level of detail.
Upkeep
I would like to see the Guild Halls upkeep be determined by some PvE dynamic events in a Guild Zone. So instead of a tax or cost associated with it, it is “payed for” by playing the content.
Even losing the event shouldn’t be too punishing. Maybe have your Guild Hall over run by who ever the local enemy is (like Centaurs for a human zone) and your guild has to retake the hall in order to do more upgrades and keep guild services active.
I’d rather not see a real tax be implemented unless we are talking about adding Guild Halls to “open world” maps. The real estate would be so limited we would need some way to barrier the content… that actually give me an idea. What if we had both Guild Zones and Open World Guild Halls. The guilds who don’t want to spend the money or don’t care to can be in a Guild Zone (maybe a shared instance with alliance guilds) and Guilds that want the accolades and cool factor associated with being in a regular instance could pay a tax or Gem store thing like the PvP arena thingy.
(However, if the Gem Store option is the only way to do a Guild Hall it would be absolute garbage.)
(edited by Prophet.6257)
Elements – Lindsey Stirling
https://www.youtube.com/watch?v=sf6LD2B_kDQ
The intro even reminds me a LOT of GW2’s theme.
Q: what kind of thing would you be ok with static placement?
A: Doors, windows, flooring, roofing, etc. Have the basic shape of the structure static.
Q: What kind of things do you think work fine with grid placement?
A: Paintings, statues, furniture, etc.
Q: What stuff would you want to have free placement?
A: All NPCs.
With all that said I REALLY wish the way The Sims 4 housing is done would be the way GW2 would make Guild Hall/ Guild Housing done. I know developing that would take longer but I’m willing to wait for some time to get an epic feature. Especially if they announce the reason it’s going to take a long time is because that is the direction they are going.
edit: got to get back to work. No time for forums today.
(edited by Prophet.6257)
What do people see as the benefits of instanced?
1.) Endless real estate.
2.) Easily coordinated zone theme.
3.) Private and personal feel for each guild.
4.) Added option for Guild Zone specific content.
What do you see as the benefits of open world?
1.) Adds needed depth to Tyria by making it feel more alive.
2.) Makes the world even more dynamic by watching GHs rise and fall.
3.) Gives guilds more substance and accolades.
4.) Makes Guild Zone content available for casual players passing through, adding more content for people in general.
How could we get the benefits of instanced guild halls in a system of open world guild halls?
1.) Adding districts gives us a bit of middle ground to work on here. Technically, they are instances of the zone but that is what we have now anyway. This would simply allow the player to choose what instance they are loading into for the specific Guild Hall accessible map they are loading into.
2.) Make the zone that is selected limited to certain GH themes and design options. This keeps each zone consistent and won’t break immersion.
3.) Make GH access levels allowing Members/Friends of members/custom/all players to actual enter the GH. This could have a Local Guild chat channel added as well.
4.) Just like Guild bounties, the zone missions could spawn in the zone or be activated by the Guild’s leadership.
How could we get the benefits of open world guild halls in a system where guild halls are instanced?
I think on most of these the answer is named player selected districts. However, the guild should have the ability to limit access to their zone. In that case the benefits will be diminished on both sides.
1.) Dwarves
2.) Tengu
3.) Skritt
Norn survive.
The Charr would recognize the Asura as the biggest threat and vice versa. They go into a long drawn out war. Charr lose the use of Asuran tech and are forced to resume campaigns on foot. Their pride destroys the truce between the humans and end up leaving Ascalon short handed. In a bit of over zealousness. The Asurans bolster the human up and aid their was effort through Ebonhawke. Humans suffer great casualties because of the Black Citadels defenses and are too weak to actual hold any real territory.
The Norn are hunters, survivors, and unorganized. The are like having small (no pun intended) terrorist cells everywhere. Most of the world is lost. No one actual wins but in the end the majority of sentient beings belong o the Norn. Until the dragons eventually kill everyone and GW3 comes out.
“Oh, this thread again.”
Yes. This thread again. As often and as long as it takes for things to get finally equal.
So you also support more male iconics/biconics right?
:)
I run dungeons if I want to and the dungeons paid for most of the armors gear and trinkets of 14 characters, as well as secondary armors, ascended weapons, and 2 legendaries…
Right. And where do the mats you bought from the TP to craft those came from?
Yep.
Farmers.
So warduke, are you ready to pay 10s per T5 mat? Because that’s gonna happen if you have your way. If you have your way, even YOU might have to start farming for mats. The irony.
Great points.
It’s a shame people will be surprised when the prices of their mats go up. It should be a simple concept to grasp. Oh well. Maybe they want a substantial price increase or a shortage. idk.
Hi Chris,
I have a bit of a tangential question.How feasible would it be for Anet to develop an editor for players to develop their own guild hall layouts? Is it beyond the scope of things you want to consider?
Hi Tor,
This is beyond scope but thanks for asking. This said players should absolutely be able to customize their Guilds Hall.
Chris
That’s a shame. It would have made a nice way for Anet to get assets out of the community.
On a similar note, do we know the amount of detail that is going to be customizable for Guild Halls? Stuff like prop positioning and texture packs. I think it could help narrow discussion and spark a few ideas.
I have a better solution, create an event, somewhere in an out of the way area, but in a high level zone specifically for those that want to farm Champion bags, it could even be an event that restarts sooner with failure. I’m thinking a 30 minute timer on failure, 90 minutes on success, the event spawns a minimum of 10 Super Champions(lvl 90)…and then you can keep the Champion Bags in the game. It would satisfy the Champion farmers by allowing them to have an event all their own, and they could then leave all the other events alone.
Flip that. More rewards for success. Still want to keep people from just killing 90% of the champs and sitting around until the event fails.
A few thoughts of mine;
Why not use gathered materials (wood/metal/leather/cloth) as components in guild hall construction?
How does claiming WvW objectives play into Guild Halls? Should the WvW objectives be Guild Halls? Can they be used as a model for them, and can Guild Halls be used as a model for WvW objectives?
How do existing guild upgrades play into the Guild Halls, both visually and mechanically? The most pertinent one I can think of is the Guild Workshop; will we visually be able to see a second Guild Workshop at the Guild Hall?
I think it would be wise for Anet to allow the community to do a little bit of development here. Give people enough time and they can create some amazing things that the staff over at Anet may not have resources currently available for.
Ele.
Good for farming in later levels. Huge amounts of damage with the right builds. Teaches the action/mobile combat system to new players. Finally the attunements are a great way to have a diverse character. More bang for your buck.
I did like the condi build for my necro but Ele offered more variety. As far as sole PvE gameplay goes you’ll be able to kill anything outside of world bosses by yourself if you play each build correctly. Finally it feels like any other class as you level. No actual roles in GW2 so pretty much condition, hit fast, hit hard, avoid the “big hits” repeat.
(edited by Prophet.6257)
Dear Balthazar, please don’t let Anet waste development time on making ugly skimpy male armor…
…well unless it’s the tattoo armor from GW1. That was pretty cool.
Hrmm, I really like the idea someone mentioned of linking the Guild Hall to GvG. Build a long, narrow map with a place at either end for a Hall to slot on. Aspects of the greater map are influenced by upgrades to your Hall. Set up a start time and duration, check a few boxes for rules and victory conditions, and fight your way into the enemy keep for glory and loot!
Aside from that, I think a special room in the Hall could be the perfect place for dueling.
You sir/madam are a genius. I hope the Guild Halls are in an actual “zone sized” instance to make for a little more variety. Maybe something like a miniature WvW but scalable depending on how many participants are in each “match”. Maybe allow the players to select how many participants are on each team (seriously like 1-250 man teams) and then change the diameter of the playable zone. Like in the personal story instances.
(PS: Please allow the use of WvW blueprints in GvG. Maybe have it ableto be toggled on and off like vehicles in a FPS muliplayer server.)
1: Permanent Content
2: Much improved storytelling and pacing in LW from the beginning of this year.
3: Wardrobe Design
It’s nice to hear those came from the CDI.
Personally, I feel like the Wardrobe missed the mark pretty badly but I know several people like that it’s a pay-to-use instead of a pay-to-unlock system. The story telling was improved as well. I assume you are referring to the more mature plot line and some darker moment.s I really enjoyed that. It added a nice bit of depth that felt lacking in Season 1.
Just found what I think is the original post getting the CDI going as well.
https://forum-en.gw2archive.eu/forum/game/gw2/Collaborative-Development
That should help folks like myself who are just now getting into the CDI and trying to figure out how it works and has worked in the past.
Well Chris was supposed to provide a list (10 items I think?) that came about because of the CDIs, but he’s been busy and had some kind of family issue so he hasn’t gotten to it yet.
Ah, I just came back to the forums to see if that had been posted (was half expecting that to be a blog post on the main site).
Is he still planning on doing this does anyone know? Seems a bit odd if it’s just been quietly dropped by him.
I don’t know. I hope they release some statement about it though. It will either confirm the importance and effectiveness of the CDI or show that is is just lip service. If the latter is true then I doubt we ever see a post on it. If the former then it should calm the community down a bit and at least give people something to hope for during the CDIs.
…………….
I’ll just leave this here.
GW2 Manifesto Transcript:
Mike O’Brien: “We founded ArenaNet to innovate, so Guild Wars 2 is our opportunity to question everything, to make a game that defies existing conventions. If you love MMOs, you’ll want to check out Guild Wars 2, and if you hate MMOs, you’ll really want to check out Guild Wars 2. Guild Wars 2 takes everything you love about Guild Wars 1 and puts it into a persistent world that’s got more active combat, a fully-branching, personalized storyline, a new event system to get people playing together, and still no monthly fees.”
Daniel Dociu: “The look of Guild Wars 2 is stylized. We’re going for a painterly, illustrated aesthetic. Everything in our world feels handcrafted and artisanal. We treat our environments as if they are characters themselves.”
Colin Johanson: “When you look at the art in our game, you say ‘Wow, that’s visually stunning. I’ve never seen anything like that before,’ and then when you play the combat in our game, you say ‘Wow, that’s incredible. I’ve never seen anything like that.’ In most games, you go out, and you have really fun tasks, occasionally, that you get to do, and the rest of the game is this boring grind to get to the fun stuff. ‘I swung a sword. I swung a sword again. Hey! I swung it again.’ That’s great. We just don’t want players to grind in Guild Wars 2. No one enjoys that. No one finds it fun. We want to change the way that people view combat.”
Ree Soesbee: “As a structure, the MMO has lost the ability to make the player feel like a hero. Everybody around you is doing the same thing you are doing. The boss you just killed respawns ten minutes later. It doesn’t care that I’m there.”
Colin Johanson: “You’ll get quest text that tells you ’I’m being attacked by these horrible things,’ and it’s not actually happening. In the game world, these horrible centaurs are standing around in a field, and you get a quest step that says ‘Go kill ten centaurs.’ We don’t think that’s OK. You see what’s happening. You see centaurs running to the trading post, knocking the walls down, burning and killing the merchants.”
Ree Soesbee: “We do not want to build the same MMO everyone else is building, and in Guild Wars 2, it’s your world. It’s your story. You affect things around you in a very permanent way.”
Colin Johanson: “Cause and effect: A single decision made by a player cascades out in a chain of events.”
Ree Soesbee: “You’re meeting new people whom you will then see again. You’re rescuing a village that will stay rescued, who then remember you. The most important thing in any game should be the player. We have built a game for them.”
I was wondering what things we have seen implemented in game because of the CDI?
I’ve seen some post as of late both in game and on here questioning their effectiveness and relevance. Just wondering if we have some examples of how it has gotten player input into the actual game development and direction. Thanks.
Champions that spawn as part of an event should never drop champ bags. Instead, the champ bag should be awarded upon successful completion of the event. The number of champ bags awarded should range from 1-4, based on the event’s scaling status.
I disagree. All Champions should drop loot bags.
However, if it is a problem (and seems like it could be) then these mobs should be changed to Elite status. I do agree that event rewards for successful completion should be increased though. Failing an event should never be more rewarding and succeeding at it.
Hello Chris,
Im pretty sure, that I souldnt write here about something like a Guild Hall, which is visible for every other player on the map, but they simply can’t join this place, cause it’s reserved only for a guild members. Ofc it would be cool to see something like that – a ranomly arranged Guild Halls on the whole Tyria map, which are visible for every1, and guilds would act like “Ha! Look at us! We built it, and that’s ours!”
It sounds great, but it is unrealistic. We’ve got MegaServers, also this type of Guild Hall would be good for a small MMORPG i guess, but not for a big one, which is GW2. We should have one big server – not a few MegaServers.
So I think we should focus on the things that are feasible, and fit the mechanics of the game. It is no secret, that we’ve got “open world”, but everything is instantiated – it’s like… half-open world, but it gives a sense of a open world
We can do something on the MegaServer “A”, but on the other Server everything’s different, and there are other people etc, etc. That’s why I think we have no other choice than instantiated Guild Halls. Therefore, I will focus on this and I will explain how I see it.
- It should be possible to teleport there with one click. There should be also a guild hall panel, which would be located near “Rooster”, “Upgrades”, “Guild Missions”, and all that stuff. We would see there a progress of our GH – or even more – mby put there a number, that tells us how many guild members are there.
- Guild should be able to choose what type of GH they want. There should be different to choose from. And when they’ll choose, then it’s possible to construct more rooms, or other elements, by upgrading a GH.
- It shouldnt be that easy to build everything in ur GH. Not every guild should have a GH – let them work for it. It will make that on the main maps will be a lot of people, which havent got a GH . Highlight up somehow guilds, which upgraded everyting in their GH – idk how. Mby any leaderboards for a guilds or something like that. We should use a lot of influence and merits – this will encourage people to continue playing a game. Simple goal. While now I’ve got medium guild, which have 500k+ influence, and almost always 250/250 merits… Now we have the number of people we want to – we dont want to became a big guild – but when we was a small guild, then we had pretty much influ, and merits too. There is nothing to do with these influ, and merits.
- It’s important to encourage people to appear in this pace. We do not want another empty place, which was created for nothing – just for being, righ? And this is the main point of a guild hall existence.
Just think more about a content for a guilds – cause we’ve got no content for them. Guild Missions are neglected. Anyway, they’re located in the open world, which destroys guild’s fun. Argument with the fact that people from the outside would see how our guild works sounds good only when we’re talking about it. But in practice it makes a missions horrible. People want to do something alone among guild in peace and fun – without dozens of other guilds, and random people on the neck…
And what we’ve got outside missions? Nothing.
One big nothing for a guilds. Achh… Sorry, We’ve got WORLD bossess too, but they are not created for a guilds. It’s a open world content, which guilds can make.
We cant do it with +-25 people – which is max for a raid IMO. Why u force us to build a mass-guilds with hundreds of players? Why we cant do some thing in the smaller groups? 10? 15? 20? 25?… On the one hand we have something for 5 (dungs,fractals,pvp) whats cool, but we can do it without a guild too . On the other hand we’ve got bigger activities but it’s for hundreds of players, like world bosses or even wvw – we cant go wvw, and expect a balanced fights, cause we can join it by 10/20 people, and met with 100 enemies.
When we’ll have a GUILD dedicated content, then just put it in the guild halls – that’s going to simply encourage people to enter there, and use it.
I think the suggestion I made earlier on the thread may be the type thing you are looking for.
To summarize it it’s Guild Zones. These are different racially themed zones that give the guild owners a chance to customize content and add new challenges via an unlock system that can be scaled to the guild size or needs.. It also allows players to switch between instanced version of the zone based on a “district” system similar to the GW1 model.
Attached is a sample of where the Guild Zones could be located to give an illusion of being part of the “open world” but still there own unique zones.
(edited by Prophet.6257)
Proposal Overview:
Guild Zones.Goal of Proposal:
I love depth in MMOs. It is the main reason I play them over other genres. I assume there are other like me who feel the same way. Well, my idea to add more depth to GW2 involves the addition of new special themed zones with player/guild/alliance driven content. These zones will exist by districts that the player can select similar to GW1’s cities.Proposal Functionality:
Each zone will have content that is unlock able through Gems, Gold, Dungeon Tokens, Badges of Honor, and most (if not all) other forms of currency in game at an appropriate and fair exchange rate. This is to avoid adding another currency but instead adding a vendor accepting all currencies for this feature.Each zone will include:
——————————————-
-Keeps (Strong customization options)
-Housing (Strong customization options)
-Zone exclusive mounts
-Unique Enemies (fitting each zone)
-Unique Biconic Characters (to drive extended PvE content)
-Hard Mode
-Zone Buffs/Debuffs
-Open World Boss
-Zone PvP Toggle On/Off
-Zone Guild vs Guild Matches (some instanced version of the zone maybe)Each zone will lack:
——————————————-
-Capitol City vendors (to keep Capitol Cities well populated)
-Multiple Waypoints (to encourage the use of mounts, but one or to to res.)Potential Risks:
Players may be upset with the amount of time needed to get the required funds to unlock the content. It may also make content that requires more organization than is normally done in pugs.Personally I would take the gold and gems out of it and maybe any currency. We would not want yet another gold grind. Think should be earned by playing the game. Doing a guild-mission could drop maybe a access pas? Or completing a hard guild-dungeon something like that. It would make more sense and be more fun wouldn’t you agree?
That’s why I had it so open to any currencies. So it wouldn’t just be a “gold” grind. I do like they way you are thinking though. Guild missions to unlock a guild hall. I would prefer it not have an RNG factor though. People get kittened if RNGesus hates them and it is unfair to those folks.
How about adding a couple different paths to obtain a guild zone? This way it gives guilds options and can account for guild size by scaling cost and difficulty.
1.) Guild Missions
2.) Guild Scavenger Hunts
3.) Guild Fund Raisers
I would think most guilds would do the path you suggested first if for nothing else to enjoy the new content and avoid the financial cost.
On a side note I would like to see a progress bar added for the unlock regardless of the path the guild chooses.
Proposal Overview:
Guild Zones.
Goal of Proposal:
I love depth in MMOs. It is the main reason I play them over other genres. I assume there are other like me who feel the same way. Well, my idea to add more depth to GW2 involves the addition of new special themed zones with player/guild/alliance driven content. These zones will exist by districts that the player can select similar to GW1’s cities.
Proposal Functionality:
Each zone will have content that is unlock able through Gems, Gold, Dungeon Tokens, Badges of Honor, and most (if not all) other forms of currency in game at an appropriate and fair exchange rate. This is to avoid adding another currency but instead adding a vendor accepting all currencies for this feature.
Each zone will include:
——————————————-
-Keeps (Strong customization options)
-Housing (Strong customization options)
-Zone exclusive mounts
-Unique Enemies (fitting each zone)
-Unique Biconic Characters (to drive extended PvE content)
-Hard Mode
-Zone Buffs/Debuffs
-Open World Boss
-Zone PvP Toggle On/Off
-Zone Guild vs Guild Matches (some instanced version of the zone maybe)
Each zone will lack:
——————————————-
-Capitol City vendors (to keep Capitol Cities well populated)
-Multiple Waypoints (to encourage the use of mounts, but one or to to res.)
Potential Risks:
Players may be upset with the amount of time needed to get the required funds to unlock the content. It may also make content that requires more organization than is normally done in pugs.
You don’t think you can pick apart Guild Wars 1 the same way? How about the stupid Black Tide Den mission, where your character, for no reason whatsoever, is suddenly looking for Rinkhail monitors for the bonus, running away from the guy you’re supposed to be follow (which is an important plot point) to do something that you’re never given any reason at all to do.
I never go into any MMO expecting “great writing”. Therefore I’m never disappointed.
Guild Wars 1 could have been a lot better. Guild Wars 2 could be a lot better. But there are some pretty cool things in Guild Wars 2, as there were in Guild Wars 1. If you want to ignore those things, go right ahead.
They’re still in the game.
How is that any better with living story achievements? Why would you let Duke Barradin’s ghost to get stronger normally? I don’t see any difference.
Also GW1 had his fair share of cool things as well, if not more than GW2.
I’m not saying, nor did I ever say Guild Wars 2 was better. If you can find where I did say that, by all means produce some evidence. I’d love to see it.
All I said, again and again, was that people are overestimating Guild Wars 1. Both games have strong and weak points. Particularly with regard to writing, both games are roughly equivalent. Both of the games are the same. That WAS my point.
I was responding to people who keep claiming the Guild Wars 1 writing was so much better.
I really enjoyed GW1’s writing.
GW2’s books were amazing too. I loved everyone one of them. Edge of Destiny was the weakest for sure but in the other two books Dougal Keane and Cobiah Marriner were so good.
I don’t know why GW2’s story has come across as_ so weak. Maybe it’s the biconics that are just messing things up or maybe its the disconnect between the characters in the books and the game… or maybe all that’s just my opinion.
Live development roadmap…
Best quote of the entire video:
“People want to see transparency in you… Be transparent with what you are working on. Give people that sense of personal investment in your company.”
This would solve a ton of problems and get us all focused on what is actually going on. Good or bad. Anyway, that quote is something Anet should listen very carefully to and take to heart. The community needs this.
(edited by Prophet.6257)
Sorry you had a bad experience in PvP OP. I’ve only played PvP casually over the past few years but I think you’ll find most people are ok in there. I wouldn’t start announcing you are new before a match though. For the kittens out there will always attack new players. They are frustrated about losing, got personal issues, or are just angry jerks with lost souls. Regardless just keep trying, do your best, and look some good meta builds up online. You’ll be fine if you want to keep at it. If not WvW and PvW are pretty good in this game.
:)
https://forum-en.gw2archive.eu/forum/game/gw2/Guild-Wars-2-Years/first#post4360502
This was posted about a month ago by a good friend of mine. It’s totally relevant to this discussion.
O_O
Wow. That is very eye opening. Great post.
Just as the title reads. Explain why you believe it to be.
My thoughts on the matter are:
Since Guild Wars 2 was first announced. It has lived up to very little if any of the hype projected by it’s developers. Other then it being a visually stunning game. Anything mentioned or hyped that does not come to pass brings very negative feedback!
There are many examples to choose from. I will use one. New ways to get legendaries. It was said it’s being looked at or worked on. Correct me if I am wrong. It’s been a long while since that was mentioned, still nothing yet precursors are rising in price! So many more to mention would love to read others thoughts.
I love the idea of a legendary scavenger hunt so to speak. Implement it in a way the tells the story of said legend not just collecting the items to make it. The legend behind legendaries shouldn’t be about the amount of time, cost, or resources to make it!
Not to defend the short comings of Anet, but hype is what companies do. Think about all the fast food, soda, and video game commercials you’ve seen. The company always over sells their products. It’s just part of marketing. It does degrade consumer confidence and makes people more cynical but for now that’s the way of the world.
See Boogie2988’s video on the subject for reference:
https://www.youtube.com/watch?v=UDTg8gADBHU&list=UU4_bwov47DseacR1-ttTdOg
GW2 has done some pretty ground-breaking stuff (or at the very least, refreshing – I haven’t followed the history of all MMOs).
Whether they have continued to be “ground-breaking” 2 years later is up for debate. The depressing reality of MMOs is that they all start with a huge development team to put together the initial product and usually end up with a relatively small team to maintain it.
What that means is their ambitions can be huuuuuge when they’re putting together the MMO, but they don’t have anywhere near the same amount of steam when the limitations of their bite-sized (comparatively) dev team sets in.
Strange that Anet actually has more people on staff now than they did in development. I think they are upward of 350 folks now. I wonder what is slowing them down so much?
In all fairness GW2 isn’t an open world. We got square and rectangle zones separated by VERY unrealistic mountains. Exploration is limited and we see less than 10 percent of the actual planet. Some games hide that a lot better than GW2 does… well every MMO I’ve played hides it better than GW2 but that’s another issue.
It reminds me of Warhammer Online, and this was one of the things I liked least about that game.
Exploration in general seems to get the short end of the stick in GW2 – the world is not as fun to explore as Azeroth is (for all the things I hate about WoW, I have to say that their world is huge and can be really fun to solo/explore a couple times).
I think, at least in part, is that the very notion of leveling is something that ruins games like this.
It artificially divides the entire world into ‘leveling zones’ rather than an organic whole.
I would love to see an MMO that finds ways to have progression without character level at all – just completely remove leveling.
GW2 kinda sorta attempts to do this with ‘down leveling’ – that is, leveling up is a way of measuring progress (as easy and trivial as it is), but once you’re there, all enemies become “your level” – except not quite, because gear and stuff everything is actually easier.
It’s kind of a halfkittened way of doing it, but I think that it’s the same idea underneath it as my idea to just completely remove levels altogether.
I just take the next logical step in that direction.
Why bother leveling at all? Just make a world with some really interesting, challenging enemies in it and let people loose on it.
Leveling is an obsolete concept – and a really boring one. Unfortunately, it still shapes our MMO’s.
If it weren’t for leveling we wouldn’t have all these zones divided up – artificially – by ‘levels’ in the first place, would we?
Very well stated. I know Anet like to be considered “innovative” but even they weren’t willing to take that step. A real shame too. It would open up a lot of possibilities for Tyria. Maybe we’ll get something like that one of these days. (WoW2 or GW3 maybe. lol)
entire world map opened.
Never mind, I want this.
An expansion.
This way I can get a ton of different things with my “one” thing. :p
Seriously though I want new zones to explore. I have had very little to do for the last year or so b/c the entire reason I play MMOs is to explore a new and unique world with friends.
In all fairness GW2 isn’t an open world. We got square and rectangle zones separated by VERY unrealistic mountains. Exploration is limited and we see less than 10 percent of the actual planet. Some games hide that a lot better than GW2 does… well every MMO I’ve played hides it better than GW2 but that’s another issue.
Best class for PvE?
Mesmer
Elementalist
Necromancer
Well… Ele of course. :p
Perhaps that commercial is targeting those that have yet to purchase Guild Wars 2? Seems plausible to me. /shrug
Probably this.
The new players should get at least a couple of months where most of those statements made in the ad are true.
I would love to see how housing and farms would work in GW2. I think it would be kind of cool if implemented correctly.
1. What Should a full paid expansion Contain?
New Races (min. 1)
New Zones (min. 10)
New Armor
New Skills
New Weapons
New non combat features
New Personal Stories
New dynamic events
MAYBE a max level increase ( I hope not but several people want it and I will live either way)
2. How can you fairly implement it into the game without Fracturing the player base (aka, what aspects of it should come “free” as a general Patch to the game)?
Freebies should be access to weapons, armor, and skills although they should be a bit more difficult to get.
3. What aspects should be maintained behind a “Pay wall” while still providing a sense of Value? (Basically, what shouldn’t be available to those who do not pay while still making your investment/money seem well spent.)
Everything else.
Hello all,
Yes I am new to Guild Wars 2.Just wondering will there ever be player housing and some kind of farming?
Awesome game by the way just need players to play with.Right now I am soloing and yes soloing gets boring after a while. :’(
I really hope so Imp.
However, Anet has never said directly that it is something they are going to do so I would just assume it’s a no. Maybe we will be pleasantly surprised someday but I wouldn’t count on it for those two features in particular.
Guildcast (Shawn and Rubi) , VisualWood Podcast, GuildGab, Guildcast (Gamebreaker), and more. GuildGab is still going but as far as I can tell the others are done.
They all have been really high quality with great personalities. Sadly the demand or desire was just not there.
(P.S. We miss you Rubi and Shawn. Please do one more episode… maybe to announce an expansion.)
:)
anyone else feel new classes would be alot of fun?
and if so what classes would you like to see in gw2?
i would like a " Reaver" ( like a demonic axe wielding warrior) that uses its own health to do powerful attacks
Agreed new classes would be awesome. I don’t PvP so I couldn’t care less about balance issues (although for you folks who do I hope they get it right for your sake).
Specifically I would like to see a Ritualist and Paragon introduced. Maybe some kind of nega-Paladin type thing too. I’m not sure what those would be called though.
I know what I’m about to say doesn’t fit the way GW2 does things but the way A***e Age does classes is awesome. All armor types available and you make a unique class may mix and matching 3… I’m not saying that would work for GW2 but I wish that it would. That concept plus this fast paced combat would be unreal.
And the worst is that the LS team is really proud to take another 4 month break that will bring us a new mini-map. They rotate on a 1 month work / 3 month break. What is arenanet doing with their 350 workers ? Why we only see a small team work after 2 years ? Where is something that derail in this big company ? Where is the mark at how the work of these 350 workers is never seen ? What is happening in this studio ?
This should be re-posted by every single person on thee forums and spammed in ever map in game.
Best post I have seen in awhile.