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WvWvW Suggestions

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Zahld.4956

To split wvw large groups up, there needs to be two or more parts of a main objective. In order to create a need to go to the multiple part areas each part of main objective, the capture time of the main obj. is reduced in proportion to the number of parts being captured at the same time. Another way to put it would be to speed up capturing by having more parts captured concurrently. Five parts will speed things up five times the speed. Initiating a capture without any other concurrent captures only allows 1/3 of the capture part to be captured until another part starts to capture another point. In order to continue capturing a part, another part must be in the process of capturing concurrently also. To prevent a group from protecting only one area in a two part objective, there needs to be at least three capture parts. Three parts could be the minimum for all the objectives. To spice things up a bit, capturing or having points captured begins to open up more capture points which opens up more capture points, like a chain reaction.

Dead players nameplate color.

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Zahld.4956

If it’s better for game-play, then i say get it in there. What’s the point of new content if playing it is dis-satisfactory or somewhat not fully playable because of some slight technical details.

Slider needed for reducing spell FX

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Zahld.4956

I’m all for spell effect level slider if too much graphical effects affect game-play. If it’s too much, then add thing to dial it down a little bit.

WvWvW Safe zone

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Zahld.4956

Well a WvW intermission off-battle time between matches would allow for this….

Dimensional WvW map

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Zahld.4956

A medium or small sized wvw map that has two or more instances of the map. Each instance is connected by permanent portals (some may move or appear periodically). These portals could allow players to move to another instance in the same location or move to a different location. Each Instance could have different properties like a different time of day or different weather or have different buffs or debuffs. Some maps may even shrink or increase player sizes. Some may contain different NPCs or different resources. Some portals may be one-way traveling some may be bi-directional. Some portals may have multiple portals connected to it. Some instances maybe temporarily visited for short periods of time as a result of a reward or penalty, containing riches or dangers. Instances may have different themes, like a rain forest in one instance and a tundra in another etc. Some instances may not have day/night cycles and be stuck in a time freeze where the environment and its creatures are frozen in time… A reverse time instance.. A fast or slowed timed instance..

(edited by Zahld.4956)

Floating capture point platforms in WvW

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Zahld.4956

As the title says. Have some that are two or more levels high with masses of land in between. Have jumping platforms and portals to transfer to different platform levels, some higher and sometimes some lower. Different pathways will move players to all sorts or levels and areas on the map. Players would need to know correct portals or pathways to get to different areas for tactical advantages. Some portals may be close to each other some to higher or lower distantly advantageous tactical places. Some could just move away from the pathway to the capture points. Pathways and choices of tactical areas or strategical play would be heavily involved in these platforms. The pathways would mostly be non-visible so knowing the routes would be important, but some could be connected by stairs or jumping puzzles instead. Some portals could be identified with symbols or text to show their connecting points. Some platforms could have only one connecting path while others could have multiple connecting pathways. Think of the map as have a network of connecting platforms through different types of pathways. Some platforms could also be just connected by narrow or whiny narrow pathways with angles or elevation or depression to provide tactical environments. Some platforms could also be connected by moving connecting platforms of varying sizes and elevations. Platforms and connections disappear at different intervals. Some that rise and lower in elevation. Some that break away after being stepped on for a period of time and reappear afterwards. Some portals, pathways, etc that can be contested. Areas with traps that can be enabled by players or groups of players. Places with abundances of resources for tactical resource strategies. Places filled with lots of damage inducing environments and NPCs…

What WvW needs.

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Zahld.4956

WvW needs traps that need a group players to set and need the presence of a group of players to trigger. These traps would have large radii and do a good amount of damage. They would make groups of players more cautious of where they go as a group.

WvW suggestions

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Zahld.4956

Have needed resources for gameplay separate from pve and spvp. Resources needed to buy seige equipment or to involve any wvw related gameplay are aquired only in wvw.
Item buying resource (lets call it wvw gold) are provided to all players individually at a steady constant rate. This steady rate would keep the game flow going. This resource accumulates and can be transferred to other players through player to player contact transferring. This wvw gold does not take up storage space and stays in a wvw gold storage bank. This bank has a large capacity limit that can be upgraded also.
WvW gold can also be obtained by mining node pools in wvw by players. Automated wvw gold miners can also be purchased to harvest wvw gold. These harvester have limited capacity, moving and harvesting speeds depending on which types are bought. These harvester also have health points, permanent armor plating (repairable) , and regenerative outer plate shielding. All attribute properties of harvesters can also be upgraded too. Each player has a limited amount of harvesters usable at a time. Players start with one and upgrade from there.

Everything that isn’t already built in wvw maps can also be built by players with their respective specifications.

Each key world object or objective would require a unique counter-part object to defeat or acquire it.

This is only the introductory specifications. More appending suggestions from others are welcomed.

(edited by Zahld.4956)

Mini-Pet Slot on Character

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Zahld.4956

If you can access them from anywhere then you don’t need to use up carrying capacity taking them along with you.

Guild Leader Has Gone MIA.. No Current Solutions Available..

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Zahld.4956

One solution would be to automatically make the first highest ranking officer be an acting leader until the leader logs back in if he/she has been offline for seven consecutive days. This would work as a safety net against extended absences of leaders. And if they stay offline for one month then they get kicked out automatically. This has flexibility for leaders who sometimes have extended absences but also protects against indefinite leader absences. This can also be an option for all members in general too. Player with the privilege to do so, can check an option to choose auto demote and auto kick players who have been offline for set amount of days etc. Also, there’s no excuse for being absent for thirty consecutive days. One person guilds could be exempt from this because no one else would really be affected the persons absence.

(edited by Zahld.4956)

Mini-Pet Slot on Character

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Zahld.4956

Just make pets like ranger pets…with one skill that does almost no damage lol with an attack rate of one hit per five seconds.

GW2 vs Traditional MMO, why leveling is bad.

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Zahld.4956

Leveling could be kept, but might be better off not so level dependent, like any of the level-dependent unlocks in the game…

Server Specific Forums

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Zahld.4956

I want a server specific forum too :-D

What do you want as the next profession?

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Zahld.4956

How about doubling up on the professions. Eight more but with a different theme set group. These would be alts for existing professions. If comps or supps aren’t needed then just double with new skin, story, one for each race…

Really bummed with the guild update...

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Zahld.4956

Base the cost on the guild size and/or daily or past week income..some sort of sliding scale that isn,’t too slippery.

Remove water from WvW

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Zahld.4956

They could be frozen or partially until watery gameplay becomes more compelling or liked by our forum participants. A thin , or thick, layer of ice would probably patch things over for the immediate time being.

What do you want as the next profession?

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Zahld.4956

Well what would compliment the existing professions or supplement it? A “they look great!”? Lol

Plea from a GW1 fan

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Zahld.4956

A limited set of group required activities isn’t necessarily a negative thing in an mmo. It creates a building structure for group activities and also promotes grouping in general; mostly pick up groups but having guild members only as a requirement in some activities would promote do the same for guilds too I suppose.

GW2 vs Traditional MMO, why leveling is bad.

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Zahld.4956

The above mentioned layout could be used for elevated and levitated land masses and subterranean zones as an addition to current layouts.

GW2 vs Traditional MMO, why leveling is bad.

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Zahld.4956

To spread gameplay more throughout the gw2 world and to put less emphasis on levels (or disregard it completely), map layout could be done where easy difficulty (low level) content is locate in every geographical area on the gw2 map. Varying levels of difficult content would be placed in pockets or pools areas in selected areas throughout the world. These areas of various levels of difficulty areas could also be contained in land/sea shaped areas of varying shapes and sizes (ex. bar shaped area, oval shaped area, object shaped area etc.). Higher difficulty areas could be located in the center or side of a lesser difficult area (think of a bulls-eye type of difficulty mapping). Difficulty could also be done with a more 3-dimensional depth, where difficult levels are placed in relation to different elevations of the world. This would make more use of the map layers. In this layout, players would go deeper or higher into an area to access areas of different difficulty. If levels were not given in the game and players were measured of their advancement by other means, then each area of the map with its different levels of difficulty could be locked somehow (wall, gate, physical barrier etc) and unlocked by means of some challenge (easy or difficult, whatever) to provide more gameplay value when accessing different areas. Locked areas could be optional since it could keep populations of players away from those areas. Well that’s just a possible way of laying out game content.

Need New Bags!

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Zahld.4956

Yeah more of those.

Closer to the Stars - Guild Wars Expansion

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Zahld.4956

This could be added as a free living world small in-game story development that later develops into an expansion?

Weekend Events!

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Zahld.4956

Free mystery boxes with goodies once a week. And Hawaiian shirt day on fridays.

Necromancer Minions

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Zahld.4956

Make them more maggoty and grossy lol.

Download Size In Update Screen

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Zahld.4956

The quaggans have spoken. Where are the shinnies?

Suggestion: Add a gambling arena!

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Zahld.4956

I say you don’t have it. I’ll raise you 100g.

more player involvement in DEs

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Zahld.4956

How about a dynamic event in each main city area where a landmark monument is being built and this monument is comprised of many smaller events. This monument would not only be spectacular but also beneficial to the economy somehow either. It could also unlock new and tough bosses and foes too in the persistant world and new dungeons also. Players would need to defend this monument to maintain access to all that it gives. More on it to come…

Fix DR... Or even better, just get rid of it.

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Zahld.4956

DR= Diminishing Returns. Reduces drops for repeated kills in a single area, thing.

Weekly Updates & Communication

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Zahld.4956

Weekly news and update/fix to the game would be great whether it be small or big would be great regular-basis news for many players. It’d be something for people to look forward to each week. That’s only four news updates a month, which can’t be terribly difficult to find in the game. Something to say that improvements are being made and that players aren’t being left in the dark about the games development.

Nerf Guesting Please

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Zahld.4956

Yeah, don’t allow that many players per map until gaming optimizations allow it and player capacity related bugs have been ironed out. It’s better to have more playable game-play with less players around than unplayable game-play with many around. Doubling-up on popular events and spread them out while running them concurrently would probably help spread event occupancy out thinner too.

Make Legendaries ACCOUNT bound on use.

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Zahld.4956

Every high priced item should have some flexibility.

Make Legendaries ACCOUNT bound on use.

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Zahld.4956

How about a borrow or lease option to allow others to rent your weapon. And also a transfer option like a shop item or something or a guesting option.

How i would improve WwWwW

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Zahld.4956

I would model after world war II warfare and put tanks in there to smash everything to bits. And some aerial bombers too to impose your aerial might on the ground forces and lay waste to your enemies.

Coloured Commander Tags!

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Zahld.4956

For 100g, I want it to do everything.

Major Security Boo-Boo

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Zahld.4956

Sounds like a potential problem. Having separate login and account-access methods could add some security, maybe. One way would only allow playing of the game for example, and the other way would allow for everything else with the account. Food for thought.

Coloured Commander Tags!

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Zahld.4956

I want a unicorn tag with potpourri coming out of it. lol

Fix DR... Or even better, just get rid of it.

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Zahld.4956

Make anti-botting game mechanics as a part of the game. Ex: add CAPTCHA security when receiving gold or rewards lol. EX2: require complex gameplay in all parts of the map(e.g. more than just click to mine a resource) to deter botting.

Whatever the bots are doing, make it 2x, 3x or 4x more difficult to do it.

Salvage influence from guilds

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Zahld.4956

This is where guild merging tools would come in handy. Give me a influence salvaging node to mine too salvage my old used guild. lol

Make Legendaries ACCOUNT bound on use.

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Zahld.4956

Make everything account bound. Character bound is too limited. hehe.

Communicate end of monthly achievement

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Zahld.4956

There should be a calender monthly achievement that is given for each month and a monthly achievement based on a months worth of achievements that is not bound by a months timeline with expiration dates. Same goes for daily achievements.

Anet please fix guesting

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Zahld.4956

Solution: Create a overflow server whenever a map is half full and put all guests into that overflow then and put every non-guests onto the regular map afterwards until it is full. Then everyone afterwards goes onto the overflow server. This way no one gets moved and interrupting in the middle of their playing…. Or option B: Just move all guests to an over-flow server but give them a minute or two warning before doing so. Option C: Do both of the above once the non-overflow server begins to fill-up.

(edited by Zahld.4956)

A client for Linux

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Zahld.4956

Linux users don’t get accounts for free. The question would be, is there’s a large enough market demand in the linux platform. See, the money they save on the OS, they spend it on the games. lol. Oh, and GW2 could be the killer app for linux for the gamers.

More world pvp

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Zahld.4956

Open world pvp can be done. There just needs to be some rules and walls to facilitate it.

10 Day Free Trial

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Zahld.4956

+1 to the free trials. The more the merrier. Word of mouth and samples gets lots of business.

Adding more coordination to teams in WvW

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Zahld.4956

To add more coordinating team play to WvW, capture points need more tasks for players to complete in order to capture a point. Let’s say a point requires 100 players to capture. Requirements could be 100 individual tasks for players to complete or 50 or 25 or 5 tasks spread out amongst the 100 players. Having many different and complex tasks to complete can help thin out zerg groups because they would not make capturing a point as efficient. If tasks were spread out and kept apart, servers would have to spread their numbers to try to gain control of the map in order to become victorious. This spreading out would require more planning, organizing and coordinating as a result. The more complex and more challenging these tasks are, the more feeling of accomplishment a player would have after capturing the point and also as a team too. Making them strategic and creative would be arenanets challenge in creating these tasks. These tasks would help flesh out more of WvWs game-play also.

Gamification on the forums

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Zahld.4956

Well a text-based or web-html-base game companion for guild wars 2 could be good. It goes with the gw2 mobile app thing too. Players can install apps on their mobile devices or just log onto to it through their mobile browsers. This companion could have simple games that can contribute to your gw2 account. You could have the option of trading through the black lion trading company with this companion web-app/page. GW2 email emailing through it. Players can play simple games when they are on the forums reading when they aren’t playing the full game and contribute to their accounts. Any number of simple game(s) to start with would be a good trial for this type of extension to the game.

Example of a game: Based on of your characters level and name (stats etc), this would create a web characters stats that would be used. This web-based game could also be the building-base for the in-game version of it. Well lets start with Home instances. Lets say you can build your home instance in this game. You can perform a number or mini-games or trading or crafting to obtain different things for your home instance.

Another Example: A turn-base dungeon rpg, text and image-based, game with gw2 characters and skills etc where players play by selecting text and clicking on things to attack etc.

Example 3: Web-page version of the Black Lion Trading Company where players must buy/sell/trade to finance creations and support of private industrial companies. These companies produce raw resources and currency used for trading and buying more companies. Companies would be buy-able and sell-able also. Would be able to produce an X amount of resources per day depending on their size/equipment/facilities/amount of resources available at their location. Some companies would require other resources to produce their good also on a daily basis. This resource and trading company game could get as complex or in-depth as you’d like it to be. Since it could be mostly text-based, less programming/graphical development would be needed. Financial records of companies could be a part of the game too to show their success in trading them etc. Ex. of companies: armory, foods, siege weapons factory, town clothing, books and spells, Metals, Beverages, Candy, Gathering tools, processed/refined materials…

(edited by Zahld.4956)

Person-to-Person Trading System

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Zahld.4956

Add C.O.D. (gold on delivery) to mail system. Problem solved.

Subscribed Threads

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Zahld.4956

Subscribe to threads could make finding good threads a lot easier, and can help devs stay on developing threads too.

Commander System Overhaul

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Zahld.4956

Have minimum requirements like 200 hours in wvw plus X number of wins/loses and player defeats etc and allow voting in addition to reinforce popularity status of commander. Also show play records and other statistics of commanders when mousing over tag icon. Have a window interface to show all available commanders, their party size and location etc. Have a commander window that the commander can use to command the team. This window would have a mini-map with icons that can be placed for orders and be ping-able for general pinging. When the commander uses an icon on the mini-map a large representation of the icon would appear on his teams map and at the area of the game world where only his team (or server) would be able to see it, that way players can visually see it when they are in the area and also on their map. 100 player teams should suffice per commander. He/she would have a commander window with a roster of players on the team. The team would be split into four groups of twenty-five as a default group set (groups A,B,C,D with 25 possible players in each group) to capture each of the four different points. Commanders would be able to add more groups if needed,, up to ten total(still manageable number) groups of ten players per group (a,b,c,d,e,f…. with 10 per group as default). Each time another group is added, the maximum for the unfilled groups are reduced to balance out the total of 100 maximum player. Commanders will be able to adjust each party maximum size individually if needed too but when one party size is reduced another will increase to balance the numbers out. Parties can be renamed also and given different permissions (very much like the guild rank system except for field battle purpose uses though). Example of Team: Team A (Castle Zerg Team) (28/40), Team B (Keep Zerg Team) (23/30), Team C (Tower Zerg Team) (10/15), Team D (Resource Camp Zerg Team) (6/15). Example 2: Team A (Big Zerg Team) (76/90), Team B (Scouts) (5/5), Team C (4/5). Minimum of five-limit per team sounds reasonable. A sub-Commander can also be assign for each team to manage that team separately. Commanders would either have a roster of all players or just the numbers…Each player would have this roster also to help coordinate team etc. When in a commander team, the commanders portrait would show on the top left side and each group sub-commander would appear underneath that, so a total of 1 commander + 9 sub-commanders would appear total. five on the left side and five on the right side of the screen. Commanders and sub commanders would be able to chat with all team members through their chat bubbles when they sent a all-chat message. They could also send a message to individual parties or only their own party through a sub-commander chat selection check box thing or something of that sort. First players in each sub-team party would be the default sub-commander but would be able to hand their position over to another player if they’d like at any point without having to leave and rejoin the team. Commanders do not need to interfere with each sub-team, he/she just needs to organize the numbers for each group. If a commander leaves the whole team, the team still remains intact but commander-less and non-number changing etc until the first sub-commander adds a new commander. Sub-commanders can also kick out a main commander if their is a majority or unanimous vote by the sub-commander to kick him/her out. This way large groups can still stay intact if there are problems with the commander.

(edited by Zahld.4956)

Official xbox controller support

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Zahld.4956

Console controller support would be great. Native support would even be better for the casual gamer. USB controller support would basically be needed for most console controllers.