To give crafted items a higher market value, allow crafters to add unique enhancements to items that would not normally accompany dropped items at no cost of materials. higher leveled crafters would be able to add more significant changes to items. crafted items could be set in tiers too. enhancements could be extra dye slot, guild emblem slot, name inscription slot, decorative slots, custom stat slots, extra refinement stat, higher quality stat, chances of higher yields (more than one item created(some higher and some lower quality possibly))…(add you own enhancements here).
This will help make crafting a more lucrative business for players.
multi-passenger mounts that can carry multiple players and one driver. example, a horse carriage that one player can drive while an unlimited amount of players can hop on for a ride.
Remove adept, master, grand master, minor and major titles and groups from traits. each minor trait will be called ‘lead trait’ and each major trait will be called ‘synergy trait’. each lead trait selected gives a base trait enhancement while synergy traits will be used to enhance or synergize (be effective based on the lead trait) with each lead trait.
Start with three lead traits and three synergy traits per lead trait for each specialization and add more lead and synergy traits as needed.
Each profession can choose up to any nine lead traits (this number may change (perhaps for each game-mode (spvp, wvw, pve to adjust for concurrent players)) and increase as total traits significantly increase to add complexity hehe) from any combination of specialization line that they choose no matter how many lead traits are added or specializations are added.
Each lead trait gives an option of one of three or more synergy traits to choose from.
Well that’s all for now…
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arguments are so convincing and compelling. i hate it too. i agree with the counter arguments. people could never moderate their own topics. what a bad idea. it could never be possible.
why all wp fees though.. anyways fees are pretty low so it doesn’t keep too many people from doing dungeons i guess.
theyre not too expensive but they seem like they should be a more integral part of the game like wvw and spvp and those don’t cost coins to go to… (someone will probably suggest that they do after it mentioned)
you still have regular moderators.
well they initiated the thread. it’s not like their remove a post from some other topic creators thread.
but this thing can take two or twenty things at a time.
Give me a 70% chance of getting it 100% of the time.
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If things went awry, maybe delete a few and suppress a few. Instead of just letting other posters hijack the thread and relying on a mod to kindly police the thread.
If at all that gets done.
Kill the boss once, get a precursor. Kill the boss 99 more times before being able to get another precursor.
Those are theoretical abuses. Lets see it in action.
Time to upgrade to a new platform…
Game over. Hehe.
Make dungeon waypoints and one waypoint on each map free so that players can get to dungeons or any general area freely and gold sink burden free.
Sounds reasonable.
Is that a gauranteed 1%? If i kill a boss 100 times, one precursor will drop?
A new mystic forge called ‘the blender’ or ‘food processer’ in addition to the current forge. The blender blends two or twenty items together to produce anything! You just need the right items and mix of quantities. After blending your hodgepodge of things into mush, your mix may be cooked or reprocessed to get another thing or things.
Sounds like an instance pug doesnt it?
If you had your own forum and software and all, you would have many more options than are available. Custom forum would fall under the suggestion.
Everything is susceptible to abuse. Make some revisions and reduce that susceptibilty.
If the poster doesnt want to be righted, move on to another thread or post a counter thread. Its their topic and initial post.
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Forum mods can still do what their doing but posters can also help them do it too to reduce their moderation loads, especially on long threads that may take a lengthy time to review.
Perhaps using a thread suppression method by posters may be a little less harmful or abuseable by posters. A reply could be suppressed and blocked by a thread starter for a few hours or a day until the reply is visible again. While suppressed the reply would be noted as suppressed and afterwards it would have been noted as have been suppressed. Forum topics could also show that replies have been suppressed and forum mods could easily review those threads seeing that suppression indication.
If need. It goes with self moderating. Semi-open type forum posts like current forum posting allows for any posting unless only the forum moderators disagree with it and doesnt cater too much to what the thread starter agrees with.
Thread starter choice. Whats your opinion.
Allow each new topic poster to moderate their own thread and remove any replies as needed. This may help the OP better achieve the purpose of their thread. Less frequent thread derailing may also result as an effect. This would also reduce the burden of forum moderators of having to frequently moderate every thread constantly because posters would be able to effectively moderate it themselves. A sub-forum of each forum could be used for self moderating forums.
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have a leveling path that is fairly easy and enjoyable to get to level 80 or close to it. this path may be moderately lengthy, maybe 30-40 hours to get to a guaranteed level. having multiple paths may appeal to more types of players also. hinting or explaining this early on in the game may be useful to new players. this would be to help make leveling more enjoyable and clearer to some players.
there won’t be more. probably less because people can just give a temp transfer to another player.
I can’t think of a situation in which someone has proven themselves “better suited” to lead and cannot meet the relatively low entry price for the tag. If someone commands effectively, then folks will be happy to support them getting a tag by sending them gold.
someone who knows a particular or new content better than someone who has a tag but doesn’t want to use the tag because this person can’t really use the tag effectively. this person may only have the tag because he/she is better at farming or other content or obtaining gold.
to be able to temporarily transfer tags to another player to allow a player to easily transfer tagging to another player who is better suited for commanding but did not have the gold needed to obtain a tag. And as another usage, it would be to allow continued commanding in wvw if the commander is about to log off and no one else around with a tag.
players would also not feel like they need to get a commander tag unless they commanded very frequently.
have a virtual band play in lions arch on a friday or saturday night. there would be a virtual stage that would represent the band too. A virtual audience with simulated cheering and participation would be nice too. But the band that plays would be a real actual band or artist group (with some good songs of course) that is actually singing and playing instruments. All of this would stream to each player in real-time with full vocal audio and all. This would be a treat for the music fan players out there wouldn’t it be?
maybe the games just not ready for it…yet.
Weapon skill sets are too general and are more usable as a general combat usage. They are also very limited in their functions. Although there is damage output balance, range orientation, and defensive and offensive play-type provided with each weapon, there needs to be more skills for each weapon to allow for more personalized damage output behavior and more specific functional use of each weapons through customizeable weapon builds.
Each weapon has its base usage and is a good starting point for entry level players but advance players will want their own build-able weapon to provide for their own builds to perform their own specific play-style and combat function. Each weapons function feels too limited and game-play feels very general and not very player specified or very adjustable so game-play can feel very unuseful and underused in certain combat circumstances.
Having a fully customizable weapon, healing, utility and elite skill builds that can be saved for any game-play type and team composition allows for quick and easy game-play adjustments as needed. Lets push build customizing a little bit further.
Even having just one customizable weapon per profession at a time will allow for more gameplay diversity and personalization.
Having premade weapon builds is fine but having customizable weapon builds would be even better.
The meta could use some more variety.
in gw1 hexes were like customized conditions with limiting factors like energy, activation and recharge time. lets port over hexes but this time let players have a few options to choose from to modify each hex themselves to allow for creative hexes and usages. colors of the effect or some other thing could denote what modification has been used and skill icons like gw1 could show what hex is used.
in pvp, if the three specializations that each player used were shown somewhere, there would be less guessing to as what trait they are using. might make pvp easier to play in…
in pvp, matching players with players of similar skill levels as an option might make pvp more appealing to more people, instead of just random matching.
A skill that multiplies itself to fill copies of itself on your weapons skill bar, but each copy is slightly different in anyway. A similar skill can be done to apply the same effect to the enemys’ weapons’ skill bar that gives weaker skills but also damages and or conditions enemies when they use the skills. This could be the fifth skill of your weapon skill. The enemy may get this fifth skill too to change your weapon skills but when used on you or your allies, your skills are strengthened and you gain buffs when you use your skills. When an enemy uses the fifth weapon skill their skills return to their normal respective skills.
Utility set switching, much like weapon switching with cool downs to limit their usage frequency.
Skills to modify weapon switching cool down.
k thanks for the reply.
have an option to allow posters to move their thread to a new forum themselves in the case that the poster mis-posted in the wrong forum.
give each weapons more skills so that their usage cycling could perform more specific functions rather than a single or general function. something like warrior weapons from gw1.
in underwater environments, have creature behavior like fishes in a fish tank where they’ll follow players near the water surface in groups waiting to be fed. just a nice fish tank feel to water environments.
in the game environment, have a prey/predator type of environment where foes that spawn will also have a prey that spawns around them. these ‘preys’ that spawn will try to escape the foes in the area. this will hopefully create a more lively environment where things in the world are constantly moving around to perform some kind of task rather than just aggro towards players traveling in the world. different kind of environmental foe play would make for a more interesting world (thematic battles where outcomes of the winning side will affect the world or area somehow (with player assistance) without a good or bad side or good or bad affect but different affects).
a skill that when activated, gives a few seconds to absorb conditions from allies and any conditions being received. while this occurs, nearby foes are slowed down. after condition absorption, this skill has the option to perform one of two skills. one skill perform some action and focus conditions absorbed at double strength to a single foe. the second skill would be similar but direct the conditions to multiple foes at normal or reduced strength.
add a circle radius around your character in the mini-map and large scale map to show the effective chat distance of ‘say’ mode in the chat window to show players how far ‘say’ will encompass. also add multiple radii options to increase or decrease ‘say’ range.
Somehow combine hero panel with inventory panel.
Combine mail and contacts.
Remove LFG tool from contacts and make it its own thing.
Give PvE its own icon.
Be able to remove or disable some of the things on the top right corner of the screen like story info etc to free up room for new items received listing.
Shrink experience bar and move somewhere else (its unnecessarily large and takes up too much screen space). Maybe make it a part of chat window or just a thin line somewhere.
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Get a reward for defeating an enemy with an environmental weapon.
make a guild listing/searching tool in-game so that players would stop spamming guild advertisements in chat channels.
Give each weapon or group of weapons their own specialty/trait line for each profession.
Give elite skills more mechanics. Give them a strength bar or some indicator that will show a measurement of their mechanic. Give them enhancement through performing different gameplay actions. Enhancements could be recharge reduction, reduced activation time, higher damage, added conditon or boon, etc. gameplay actions to enhance the skill could be performing blocks, dodges, launches, knockdowns, boon removal, interrupt, hits given, etc. After elite skill is used, enhancements are reset. Another way to apply this mechanic would be to allow players to actively choose any or all charged or partially charged enhancements to be used each time to to allow players to choose which enhancement, strength of enhancement and how many enhancements to use. Each enhancement could have its own bar or strength indicator. Three selectable enhancements out of five available per elite might be good.
a skill that deactivates barrier skills like walls and domes. breach sounds like an apt name.
a skill that creates a shiny object that the player pulls out of concealment that causes other players to uncontrollably run towards the player in awe and jealously (hehe). opposite of fear effect.
a skill that places a marker point at a location. what that point is triggered, many other trigger points are released from in and placed around it. also when triggered, a high armored minion/npc with CC skills is spawned that tried to attack enemies to cause them to hit the other trigger points. each trigger point released does a different thing.
have traps or wells that are triggered by other conditions besides touching them. example: attacking when within perimeters, if invisible, if conditioned, if on the ground, if interrupted, if standing still, if booned, etc.
a specialization creation contest for each profession. with three prize positions. winners will get some or all of the specialization ideas used.
And if eight usable weapon skill is not enough, have the ability to switch to a third weapon that has customizable skills, for a total of twelve usable weapon skills instead of ten.
With this skill the player targets a location and a medium sphere explosion occurs and damages players within its radius with higher damage occurring closer to the center of the explosion. When the explosion peaks in its peaks in its size, it implodes and pulls all enemies towards it’s center and instantly teleports them to a random area far away from the player. A catchy name for this skill would be Supernova.