Have skins and effects that are customize-able. If not a lot then just a little.
A way to do it would be xp1, xp2, xp3 (xp1 becomes free), xp4, xp5 (xp2 becomes free), xp6, xp7 (xp3 becomes free).
Have glide key assignable to another key to prevent unwanted gliding when doing jumping things.
Have the ability to add and remove skill individual attributes of any skill (even weapon skills) to create special builds that can counter other builds (example would be to remove all conditional applications of all skills used to prevent its use when needed). Specialization traits are more of blanket attributes while these modification are for individual skills to further enhance build customization.
Give top 10 or 20 wvw contributors for each server extra bonuses at the end of each match with their names also mentioned.
Or instead of elite specs, have mod stones to modify all skills on a weapon for a different build type like longer range, increased damage at the cost of things like recharge or activation time etc, increased condition damage, increased healing or protecting efficacy, and the such. This would work with current spec builds instead of having to change them.
Sounds like a good voting system. +1 Or at least for the well funded.
Have up to eight heroes (plays like heroes from gw1) per player to fight in pvp matches. Have a version in guildhalls too.
Have GUI graphics themes for each profession and race.
The box outline would go around the rarity identifier.
In the inventory pane, have a colored box around specialty bag slots (ex: safe box slots) to easily differentiate them from non-specialty bag slots (when hide bags options is turned on).
(edited by Zahld.4956)
Five to ten manned missions in private instances in open world, a la gw1, with boss skill capturing. A throw back with more small group gameplay in the larger open world.
Reverse invisibility. Thing affected by skill cannot see itself, its conditions, buffs or health level and neither that of it’s allies. Nearby enemies of this thing also become invisible to only it. Another name could be near sight blindness.
Also a creature mechanic where a creature has multiple attack points with damage bars next to them that causes the area affected to break off and or lose a skill of that creature. Example: a limb, armor piece, weapon may be damaged, decoupled, or severed. Some attack points my be dependent of other points and some may be layered.
One is instant and definite and the other needs a vendor and is more varying.
Give multiple things…
add more weapon skills.
Fun vehicle games like tyrian car type racing and fighting, plane dog fighting, animal mount racing and combat.
Music games that reward for playing different music pieces correctly and ones that are competitive where players can combat each other through music playing (there’s many music games out there that can lend some inspiration from). Music games would be practice for music puzzles that would be required to complete parts of the pve world or to unlock things.
Have shatter skills that turn illusions into other things while negating it’s shatter affects like damage or condition applying. Shatters could turn an illusion into things like five menacing little menacing fly-like things that will engage an enemy (with fifteen if three illusions are shattered) or reflecting blockades or any number of useful things…
Another thing, make ranger pets less necessary by enhancing their strength or skills somehow if they played without their pets. Pets would be more of a tank assisted type of gameplay if they chose to use their pets. Or make them more gameplay useful when they are used.
Gliders in Tyria .. will it ever happen ? [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Zahld.4956
it might……………………
Have an option to show a LFG identifier on a players head to show that they are looking for a group in the open world. This will be useful for people when they are standing around a dungeon or raid and want a quick squad of players who are also standing around.
Be able to name each subgroup to identify any purpose of that sub-group. Assignable sub-group leader might be good.
Add more specializations that go with the elite specializations.
gliding profession
Add a count down timer to show when the mad king will appear in the upper right corner of the game screen.
Be able to change the minimaps depth level.
Add a mapchat related forum to discuss about mapchat related things.
Could be useful. More of a casual forum type…
Add an icon next to the pvp and wvw icons in the main game screen for dungeons and raids to easily find the dungeons and raids that you want to play.
Oh and one for Fractals too.
And one for pve that lets you choose lions arch, any of the race home or any other major pve areas.
Secondary profession mechanic.
Give each profession a second profession mechanic that can be changed when out of combat. Some mechanics can be used by a group of professions or all of the professions.
Utility weapons.
Utility weapons would lock utility skills to that utility weapon but would unlock weapon skills to be changeable. Utility weapons would be like weapons where they could be swapped during combat also.
Heal items.
Heal items can be equipped like weapons and work like weapons where two heals can be swapped in combat instead of needing to get out of combat and increases the number of heals available anytime.
Specialization mechanic.
Each specialization has a second or third set of traits that can be used instead of the first set. These sets would have different traits but would follow the same theme of that specialization. This is an expansion of specializations.
(edited by Zahld.4956)
When a waypoint is linked in chat and moused over, have a little mini map of the location appear that can be clicked on. This makes using them quicker and easier than having a full map zoom out to the location.
Also less obtrusive.
(edited by Zahld.4956)
A specialization (or trait) that gives more skills to weapon(s).
In addition to call target, have heal target, protect target, control target, support target, kite target, block target, etc. New UI could make changing the commands easier and quicker while in combat.
Make active combo fields and effects more easier to see.
A trait to modify combo fields when used with other fields or other situations.
If it works well, it could be used to get other things in the game.
The farm economy would be more for a real-time time management with more of a long term planning type of game-play.
Each player would have their own claim of the farm able land but the land would not be exclusive to anyone. They just need to tag it and pay a purchasing price to use it, or purchase it later. Natural seeds may be bought but modified pesticide resistant seeds may also be bought but at much higher prices but would die after one generation of usage.
Gw2 is like a sort of operating system framework. It just needs some more apps to meet the needs of its users/players and to keep things interesting.
This farming would have its own farming market. A market like the trading post but it’s own market separate from tp trading. Not interchangeable trading. It’s a new project with different game play mechanics but how fun or well received it would be would depend on how well it was designed, built, fleshed out and implimented.
Was farming that unliked in archeage?
Does an mmo need to exclude itself from farm simming to limit it’s game play? Maybe not.
“Should be a place where character can stand in PvE map and get stealth and fury for 20 second.”
Is this a boss vantage point that is way too op?
It’s a simple suggestion. Not much thought is needed for it.
It may be worthless to you but maybe not so to others who can find some worth in suggestions without extensive detail.
If it’s a waste of your time then no one is suggesting you read posts on this forum and then comment that it’s a waste of my and other people’s time.
Why don’t you write a 20 paragraph essay wall of text about a suggestion that never gets used in the game and tell me about how your time and others’ is wasted.
Whichever profession this skill would be useful for. These suggestions are open suggestions for any sort of implementation. That’s what I do. Thank you for noticing. Maybe so.
These mats would not be the same as current mats and would not interact with anything related to current mats. They would serve as new mats that would be used mainly in this farming addition.
A skill that drops at the target location a crystal node that pulses out petrification to enemies and heals and superspeed to allies. Afterwards, the crystal splits into three crystal spiders that will towards enemies attacking them and causing control or other effects. The crystal spiders can be killed.
Have low yield farms that are modeled after farm cultivating. In this farming gameplay, players would have farms where they could plant and maintain farms to harvest and sell through a farm trade market similar to the trading post. This market would allow players to trade for farm points and other things like seeds, plants, farming equipment, fertilizer, mining equipment, hydroponic equipment, natural and synthetic pesticides, harvesting hardware, etc. Players would be able to buy plots of lands throughout the world and be able to create farms in those plots of lands. Maintenance of these land plots would be done through a UI window pane instead of the world. This gameplay type would provide daily real-time farm maintenance and harvesting strategy gameplay for daily log-ins. Growth and maintenance would be lengthy enough to reflect realistic times of equivalent things. This would be more of a long-term planning type of gameplay too.
Just some more added gameplay to the game..
A skill that creates a small group of mini clones of any animate object (foe target, minion, self, etc) that are fast and chaotic. These mini clones would do different things. Some would explode on contact, provide a persistant stealth field around itself, do quick bursty low damage with a provided little laser attachment (hehe), snaring, CCs, random port on contact, etc. Each mini would be colored differently or distinguished in by some distinct manner to identify itself from other mini clones.
A high jump skill.
A skill that pulls targets that are jumping or dodging.
A skill that causes enemies to be feared from a selected target (causing them to run away from that target).
A skill that causes the skill user to attach itself to a target while becoming stealth or invincible. This skill could also slow the host or cause other affects.
In the inventory bags there are colored boxes around each item to show rarity of the item, this makes seeing rarity quick and easy. The suggestion is to add a small circle or square in the corner of each item to identify what group of items it is. Examples would be salvageable items would have a salvageable color(s) or icon in that circle or box. Weapons like great swords would have their own GS IDs like a GS icon or color(s). Same for armor weights, materials, consumables, mining tools, boosters, etc. A second ID mark could be put in another corner for a secondary grouping also if needed.
This should speed up inventory search and management considerably. There will be no need to mouse over each icon to identify what group of items they belong in and things can quickly and easily be move to their needed destination or usage.
Legendaries and precursors can more easily be identified too if they had general ID marks on them so that they don’t get mis-salvaged or any other mishaps.
A few ID marks could added at first and more could be added later if needed.
Would be a nice QoL feature.
Can there be a simple guild member recruit tool in-game so that players do not spam the chat channels with recruit spam?
For the illusion circles indicator next to the shatter skills, be able click on each circle to disable shattering of that illusion . In addition, instead of three circles, have four circles that correspond to each shatter skill and on additional clicks, be able to assign each circle to any of the shatter skills. On a last click that circle goes back to normal shattering. In turn this allows toggling between different shatters to be used and which ones to not shatter. A fifth shatter all illusions skill might be useful to shatter all combinations at once. f1-f4 skills would be to shatter ones self or to shatter any circles assigned to it or to shatter any normal enabled circle.
Using shatter effect icons inside circles will show what effect is assigned to that circle.
There may be some redundancies but that can surely be worked out somehow.
For the icons in the skill description of the conditions and boons, add small indicator on the icon to show whether it stacks intensity or duration (a small asterisk or an hour-glass could be used).
Resource collecting and stuff creating and building type of gameplay.
Sandbox gameplay type of world with mounts, machines and other mechanical things to be used to progress gameplay. Mass industrial production gameplay. This would include management of production costs, maintenance, supplies, production rates, supply rates, logistics, labor resource management, time management, cost and revenue management. Advertisement costs and ROI. A spreadsheet type of gameplay plus building, gathering and exploring.
This would be a sort of separate pillar type of world like pvp or wvw.
Crafting could be more useful in this world type.
This would increase the complexity for the game economy and increase its depth more.
More map and travel type of gameplay can be introduced in this world. Lengthy travel time and resource shipment management to different production areas can be a part of gameplay.
This would serve as a further expansion to the economics and economic gameplay of the game.
This type of gameplay would most likely require devs who are more versed at this type of gameplay to produce this type of gameplay environment to supplement and complement gw2s trading economy.