View Full Version : Some Things I'd Like to see in Guild Wars 2
DivinityOnHigh
26-04-2008, 18:20
Well to start this off, I think GW2 is an excellent move by NCSoft and ArenaNet, instead of making a new expansion pack. Great way to start off fresh IMO.
Mega Kudos.:wink:
Now to the good stuff....
Theres a couple things that myself, (and others I am guessing) would like to see implimented in GW 2. Keep in mind that some ideas may be a little wild, and granted ArenaNet can't use everything everyone suggests without taxing the players, but here are some of the ideas that I had.
Taking Away Self Heal While Outside Of Combat
Taking away the self heal of Guild Wars would open a wide range of possibilities, and lets face it. We're not Wolverine, or the Self Regenerating Demons from DOOM, so why do we regenerate health like we are? You could have an occupation that does this for example. Such as this one.
Medic
This could be one occupation that your character could be able to learn. Making herbal remedies, bandages, and potions to heal yourself and others in the heat of battle. Good way to heal without wasting energy.
Mounts
Lets face it. Guild Wars has the most diverse amount of creatures any MMO has ever seen. But theres only one problem. WE CAN"T RIDE THEM. Fortunatly GW 2 is coming out, and we just might have that chance. Now I'm not talking about being able to ride a mount at some wacky aphonic level like in WoW, but rather at a lower level, where your mounts speed increases as you get better in the game. Scince there have been rumors about GW not being instanced anymore, this is almost a must.:laugh:
The Barber
You know...wouldn't it be great if your character could get a haircut once in a while? This wouldnt be able to change the facial aspect of your character since that would be totally unrealistic.....but chaing the "hair"cial aspect would be sorta cool.
Occupations
You have already seen on idea of an occupation I suggested at the top of the page, and it woul be sorta nice to have a wide variety of occupations, to make everyone as unique as possible. Maybe some like making low class armor, mining, making weapons, food, clothes, I dunno...the list goes on and on.
Factions
Now, this may be a spin off of WoW, but who cares? GW2 takes place 250 years in the future right? Say that in those 250 years the Luxons, and the Kurz have grown to hate eachother and now rage constant war. Walla! instant PvP battles outside of the PvP arenas. Not rlly sure how is would work, but yea.....
Galdiator Arena
We have a Random Arena, Hero Battle Arena, Heros Ascent, Ziashen arenas, and GvG's, but I think I simple 1 on 1 arena would top it off . You would start by being matched up against your own class, then by your win count, and then finally at the top of the ladder for the title of Ultimate Gladiator. Cheesy? Very. But who knows:grin:
If theres any other ideas that I forgot to put that havent been mentioned in the other post like this one, feel free to put it down lol. And tell me if these ideas are good or just a load of garbage too=]]
Thanks in advance:smiley:
~DoH
raspberry jam
26-04-2008, 19:23
Barber idea is good. The rest of the ideas suck on so many levels.
Akirai Annuvil
26-04-2008, 19:37
I'd like to play WoW too.
DivinityOnHigh
26-04-2008, 19:44
Hmmmmm....
granted some things may seem like WoW, but they were the godfather of all MMO's...(well Blizzard was)
Sorta hard to think of somthing they havent.
And to the first Poster......why only the barber? No mounts? Professions? You want GW2 to be like GW1.......with a barber?????:huh:
~DoH
raspberry jam
26-04-2008, 22:37
lol godfather of MMO? I didn't know that Blizzard made Ultima Online.
Anyway no, not exactly like GW1 with a barber. Close to it, though, compared to your suggestions. The main problem with stuff like mining/crafting is that once you (as a designer) decide to add them to the game, you want to make them actually worthwhile. This means you also more or less have to make them non optional.
That, in turn, means that if GW2 had mining, crafting, first aid etc., it would just become like every other MMO where you had to do these boring things. In other words it would be just a job (that you pay to do, on top of things). If you want that, there are a multitude of games that are exactly like that.
Besides that, the only reason to have these things in WoW is to make everything the player does take more time. In a free-to-play game, there is no point in that.
The same for mounts. The only reason why you'd want mounts is if you have a WoW-style world where it takes ages to get from one place to the other. I'd much rather have map travel.
DivinityOnHigh
26-04-2008, 22:55
Very true:grin:
Didnt really see those points until you brought them up.
Kudos:wink:
~DoH
Ace Bear
26-04-2008, 23:19
Blizzard didn't invent anything in their game lol. All they did was make what others did but better, less bugs, smoother, and better looking(at the time) then any before them and quite a few after them. Also of the swords and magic genre they are one of the best(besides GW).
Good stuff:
Occupations, mounts, and a barber are all cool, most would be awesome to have, especially since we are getting a mostly non-instanced world. Occupations means we can manipulate the world around us to our own benefit which is awesome. And obviously barbershop is for those people who care what their char looks like. All good ideas.
Bad stuff:
The removal of healing outside of fighting(most MMOs don't even do this..), medic and glad arena are all bad or against the way GW has worked. The point of the healing outside of combat seems like to me it was put in because GW is a team game. Sure it helps solo but team wise it means the monks don't have to expend energy healing you up when the walk to the next group does the same. Saves energy for when the fighting starts. Medic type stuff isn't needed honestly, especially if we keep the old healing outside of combat system. And the glad system just doesn't work for GW. Assuming we have a similar fighting system (8skills, primary and secondary class, etc.) 1v1 is fundamentally flawed. Just x is better then y is better then z is better then blah, it isn't based on skill but on professions/skills the other person takes. Positioning or any of that stuff that matters doesn't in 1v1.
Things ya need to read up on maybe:
Factions with kurz and luxon. Both are gone 250 years from now. Or at least damn near nothing compared to what they used to be. Not only that we aren't even going to be in Cantha. I think World v World Battles will count as the faction v faction stuff. Or something like that.
raspberry jam
26-04-2008, 23:21
Well we already have "glad arena" sort of. Just set up a scrimmage in your guild hall with one guy on each team, and agree to meet somewhere where there are no NPCs.
Tru Reptile
26-04-2008, 23:39
Taking Away Self Heal While Outside Of Combat
Taking away the self heal of Guild Wars would open a wide range of possibilities, and lets face it. We're not Wolverine, or the Self Regenerating Demons from DOOM, so why do we regenerate health like we are? You could have an occupation that does this for example. Such as this one.
Taking away the ability to use a self-heal outside of combat seems pointless. What if you are exploring by yourself and aggro some mobs and start taking damage? You may want to heal yourself.
Mounts
Lets face it. Guild Wars has the most diverse amount of creatures any MMO has ever seen. But theres only one problem. WE CAN"T RIDE THEM. Fortunatly GW 2 is coming out, and we just might have that chance. Now I'm not talking about being able to ride a mount at some wacky aphonic level like in WoW, but rather at a lower level, where your mounts speed increases as you get better in the game. Scince there have been rumors about GW not being instanced anymore, this is almost a must.:laugh:
Map travel>mounts.
The Barber
You know...wouldn't it be great if your character could get a haircut once in a while? This wouldnt be able to change the facial aspect of your character since that would be totally unrealistic.....but chaing the "hair"cial aspect would be sorta cool.
You should be able to change your characters looks at the character select screen (face, height, hair color, etc.) Who gives a **** if it isn't realistic? There are times when realism isn't called for in certain game aspects, and this is one of them.
Occupations
You have already seen on idea of an occupation I suggested at the top of the page, and it woul be sorta nice to have a wide variety of occupations, to make everyone as unique as possible. Maybe some like making low class armor, mining, making weapons, food, clothes, I dunno...the list goes on and on.
So basically, crafting? If so, then I agree. As long as it's done in a way to make it atleast somewhat fun, and isn't forced.
The main problem with stuff like mining/crafting is that once you (as a designer) decide to add them to the game, you want to make them actually worthwhile. This means you also more or less have to make them non optional.
Erm, no. I've played FFXI for a year and a half and I've never had to craft a damn thing. I did do some fishing, which helps break up the monotony of the game and earn some gold on the side.
raspberry jam
27-04-2008, 06:39
Erm, no. I've played FFXI for a year and a half and I've never had to craft a damn thing. I did do some fishing, which helps break up the monotony of the game and earn some gold on the side.FFXI is a horrible example, but let's go with it. If what you say is true (of course it is, in a way - you never have to craft anything. It's just that in the long run, you profit a lot from it), then it's even worse.
You mention that you did some fishing to break the monotony, which brings me to the other downside of implementing crafting systems. The developers put aside a lot of time to create that system, which means that the rest of the game - the actual gameplay - becomes monotonous to you, or at least not as well made.
I'd much prefer that the devs spent their time making the game itself good, than adding gathering/crafting minigames.
Oh, one more thing, the roleplaying element. GW has a much stronger potential roleplaying element than any MMO I've seen. Partly because of the instanced world - the story is actually about you and your party when you play, not the guy killing the boss villain while you stand in line to get your shot. But also for the lack of a crafting system. You are the mighty warrior/the wise mage/the pious monk/whatever, on a great quest to save the world; you don't have time to dawdle around mining or gathering herbs or making bead necklaces. And once you did save the world you certainly would be too well appreciated by everyone to need to bother with such things anyway.
I'd much rather preserve this RP edge than have them implement a crafting system for players.
(There is a crafting system in GW already: those "artisans" that are found in certain explorable areas. Give them the right materials as well as some gold and they'll craft stuff like glass vials, vellum, whatever. IMO that's a much better way to implement a crafting system, just like the collectors in GW are a better way to implement the myriad "bring me 14 wolf pelts" quests in WoW. From a roleplaying perspective, it's also much better.)
DivinityOnHigh
27-04-2008, 17:59
Map travel>mounts.
Hmmmm....I dunno about this statement. Sounds sorta unresearched. GW 2 isnt going o have map travel. Its not going to be instanced. So Mounts is a must.
~DoH
Akirai Annuvil
27-04-2008, 18:07
Pretty sure GW2 is going to have map travel. If not, give source.
RealMehtis
27-04-2008, 18:50
They might have some mini teleporter devices, that take you to the Asura gate you want to go to. Or something. But I'm pretty sure there will be map travel. It's one of the great things in GW.
raspberry jam
27-04-2008, 19:08
Being instanced or not has nothing to do with map travel. You can easily imagine mapping to any town or outpost where you have been before from anywhere, instances or persistent world doesn't matter at all.
Guild Wars isn't a hassle to play. Fundamentally, we made a choice to not build a game around time-sinks and inconvenience. Our streaming updates, instant map travel, character templates, account-wide storage, easily removed death penalty, and myriad of core features are all based on this principle. Although some details would need to change, we wanted the sequel to stay true to this tradition.
Dev Corner: Imagining Guild Wars 2 (http://www.plaync.com/us/news/2007/10/dev_corner_imag.html)
From that I guess it's safe to say there will be at least some sort of map travel.
(Even though, some of the information presented on the quote might not be 100% accurated :rolleyes:)
Tru Reptile
28-04-2008, 08:44
FFXI is a horrible example, but let's go with it. If what you say is true (of course it is, in a way - you never have to craft anything. It's just that in the long run, you profit a lot from it), then it's even worse.
How is profiting from crafting bad? Better yet, how is profiting from crafting any different than killing mobs over and over and profiting from that?
You mention that you did some fishing to break the monotony, which brings me to the other downside of implementing crafting systems. The developers put aside a lot of time to create that system, which means that the rest of the game - the actual gameplay - becomes monotonous to you, or at least not as well made.
It brings variety. Non-combat oriented stuff (even if it isn't crafting) can be good IMO.
I'd much prefer that the devs spent their time making the game itself good, than adding gathering/crafting minigames.
And since when can't you have both?
Oh, one more thing, the roleplaying element. GW has a much stronger potential roleplaying element than any MMO I've seen. Partly because of the instanced world - the story is actually about you and your party when you play, not the guy killing the boss villain while you stand in line to get your shot.
Good for you, but there are many that disagree. Many people like persistent worlds because it makes the game world seem more alive and provide stronger RPing than instancing.
But also for the lack of a crafting system. You are the mighty warrior/the wise mage/the pious monk/whatever, on a great quest to save the world; you don't have time to dawdle around mining or gathering herbs or making bead necklaces. And once you did save the world you certainly would be too well appreciated by everyone to need to bother with such things anyway.
A person who RPs can easily say they have to craft a sword to slay some beast. Oh btw, if more developers keep using the "Your the hero, save us!" storyline that's been crapped out a billion times before, then a crafting system is the least of our worries.
I'd much rather preserve this RP edge than have them implement a crafting system for players.
It really sounds like you're saying a crafting system will detract from RP'ing, in which I actually laughed. People will RP if there's a crafting system or not.
Hmmmm....I dunno about this statement. Sounds sorta unresearched.
Oh I speak from experience. Riding a Chocobo for the first few minutes might seem cool, but when it takes you 10 or 15 minutes to reach your destination when all you want to do is play, then it gets to be too much after a while.
amcoolio
28-04-2008, 18:11
I've never even seen details of WoW, but what I think the OP is saying is that there should be a large, explorable battlefield that is not instanced that pits one side against another, like (gulp) luxons and kurzicks. You could put high-end chests deep in the territory of one side where only the other side can open it to have rewards for each side, but there are siege weapons going off and NPC's shooting arrows and such the closer you get to the other sides base.
Think an area the size of the run between Beacon's Perch and Droknar's Forge. If you are from Beacon's Perch, you want to kill Droknar's Forge people and also get to the high-end chests that are close to Droknar's Forge - but if your party is wiped out, you have to start back at the rez shrine 1/4 of the way past Beacon's Perch. And vise versa if you were coming from Droknar's Forge. There would be few if any monsters, since they would have to respawn.
To prevent a bunch of ranger/warriors running for the chests, the only way you can get keys is by killing the other players from the other sides. Again, this is not instanced so there will be a massive battle, but if you are in a party of yourself you are taking a risk of 4-8 or even more people ganging up on you and you having to start all the way back. You can try to be sneaky and take the long way around and hope it will pay off and noone will notice you.
There would be other issues with trying to make this work, but if this was actually in the game, not only would it be popular, but extremely fun, and infinite replay ability. I'd say have it near the end of the game so it is mostly max level characters, but it can also be an easy way to gain experience.
I've never even seen details of WoW, but what I think the OP is saying is that there should be a large, explorable battlefield that is not instanced that pits one side against another, like (gulp) luxons and kurzicks. You could put high-end chests deep in the territory of one side where only the other side can open it to have rewards for each side, but there are siege weapons going off and NPC's shooting arrows and such the closer you get to the other sides base.
Think an area the size of the run between Beacon's Perch and Droknar's Forge. If you are from Beacon's Perch, you want to kill Droknar's Forge people and also get to the high-end chests that are close to Droknar's Forge - but if your party is wiped out, you have to start back at the rez shrine 1/4 of the way past Beacon's Perch. And vise versa if you were coming from Droknar's Forge. There would be few if any monsters, since they would have to respawn.
To prevent a bunch of ranger/warriors running for the chests, the only way you can get keys is by killing the other players from the other sides. Again, this is not instanced so there will be a massive battle, but if you are in a party of yourself you are taking a risk of 4-8 or even more people ganging up on you and you having to start all the way back. You can try to be sneaky and take the long way around and hope it will pay off and noone will notice you.
There would be other issues with trying to make this work, but if this was actually in the game, not only would it be popular, but extremely fun, and infinite replay ability. I'd say have it near the end of the game so it is mostly max level characters, but it can also be an easy way to gain experience.
What you just posted practically describes world v. world a map that takes place in the mists. and one server will be pitted against another.
Dev Corner: Imagining Guild Wars 2 (http://www.plaync.com/us/news/2007/10/dev_corner_imag.html)
From that I guess it's safe to say there will be at least some sort of map travel.
(Even though, some of the information presented on the quote might not be 100% accurated :rolleyes:)
Personally, I would love to have both mounts and map travel.
But that might be asking for a lot, no? :grin:
raspberry jam
28-04-2008, 21:48
How is profiting from crafting bad? Better yet, how is profiting from crafting any different than killing mobs over and over and profiting from that?It's not different.
This means that there is a most efficient way of doing things.
If crafting gives money slower than killing things, you will be punished for enjoying something that is in the game.
If crafting gives money faster, you will be punished for not crafting.
It brings variety. Non-combat oriented stuff (even if it isn't crafting) can be good IMO.The developers put aside a lot of time to create that system, which means that the rest of the game - the actual gameplay - becomes monotonous to you, or at least not as well made.
I'd much prefer that the devs spent their time making the game itself good, than adding gathering/crafting minigames.
And since when can't you have both?Since someone invented project deadlines and so on.
Good for you, but there are many that disagree. Many people like persistent worlds because it makes the game world seem more alive and provide stronger RPing than instancing.Please explain how the roleplaying experience gets stronger compared to an instanced world. Please be elaborate. Please provide examples.
A person who RPs can easily say they have to craft a sword to slay some beast. Oh btw, if more developers keep using the "Your the hero, save us!" storyline that's been crapped out a billion times before, then a crafting system is the least of our worries.I guess that the storyline about how you, adventurer #23047, kills 5 young boars and then kills 7 boars and then kill 11 elder boars and gets 340 xp (and some boar teeth that you can turn into a boar teeth necklace) for it is much better.
It really sounds like you're saying a crafting system will detract from RP'ing, in which I actually laughed. People will RP if there's a crafting system or not."We are on a quest to slay the mighty dragon, the scourge of oh wait hang on a while guys, I need to pick these here flowers and then do some mining" is failed RPing.
Tru Reptile
28-04-2008, 22:49
It's not different.
This means that there is a most efficient way of doing things.
If crafting gives money slower than killing things, you will be punished for enjoying something that is in the game.
If crafting gives money faster, you will be punished for not crafting.
There's most efficient ways of doing a lot of things, but that doesn't mean it punishes players.
The developers put aside a lot of time to create that system, which means that the rest of the game - the actual gameplay - becomes monotonous to you, or at least not as well made. I'd much prefer that the devs spent their time making the game itself good, than adding gathering/crafting minigames.
Giving players something other to do than kill stuff over and over again is a good thing to many. But hey, if you don't wanna do non-combat oriented stuff, then *gasp* don't do it. Just because there are both doesn't mean the devs can't do both well.
Since someone invented project deadlines and so on.
Of course deadlines decide what can or cannot be in a game, but just because there are deadlines doesn't mean there isn't enough time to do both.
Please explain how the roleplaying experience gets stronger compared to an instanced world. Please be elaborate. Please provide examples.
Well, GW2 is supposed to have events that either trigger on a player's action or is time sensitive, so a RPer could very easily play off of that. Or in FFXI for example: Me and my friends were in the Dunes getting an item for a quest (I was a Beastmaster). There was a party not far from us that was resting after a tough battle that weakened them. A mob aggros them, and in their weakened state, call for help. I grab my pet and engage the mob, drawing the mobs attention away from the party. As my pet was fighting, that party was /cheering my pet on and /clapping. When the fight was over the people in that group where /kneeling and /saluting me, showing me respect and gratitude. I could've RP'ed the hell out of that if I wanted to. Also, that made me feel like more of a hero than some generic storyline ever could.
I guess that the storyline about how you, adventurer #23047, kills 5 young boars and then kills 7 boars and then kill 11 elder boars and gets 340 xp (and some boar teeth that you can turn into a boar teeth necklace) for it is much better.
Both are bad, but considering the "You are the hero, save us!" storyline is the driving factor for many games, it's a lot worse. Besides, I didn't see a rule that crafting an item has to fit in a storyline. Also, you do realize that you can just *gasp* buy the crafting materials instead of farming them yourself, right?
"We are on a quest to slay the mighty dragon, the scourge of oh wait hang on a while guys, I need to pick these here flowers and then do some mining" is failed RPing.
Like I said, a player could RP they have to craft a sword to slay some beast. But hey, I didn't realize you were the king of RP and that you decide what's good RP for everyone else. Awesome.
Ace Bear
29-04-2008, 00:16
Your beardie doesn't look as good as mine :P.
Tru Reptile
29-04-2008, 00:19
Your beardie doesn't look as good as mine :P.
It's actually not mine, although I do miss my beardie, she was my baby. I was considering getting a German giant. Also, mad props for knowing what species of Reptile it is!
raspberry jam
29-04-2008, 01:23
There's most efficient ways of doing a lot of things, but that doesn't mean it punishes players.Yes it does actually. If it didn't, no one would feel bad about grind since they didn't need to partake in it to get good results.
Giving players something other to do than kill stuff over and over again is a good thing to many. But hey, if you don't wanna do non-combat oriented stuff, then *gasp* don't do it. Just because there are both doesn't mean the devs can't do both well.Actually, it means that since crafting or gathering systems are never well made. For example in most if not all MMOs that have fishing, it involves basically finding a body of water and then clicking the fishing button. Anyone who have ever designed an actual fishing game (like me. no, don't ask) will tell you that that is a very bad way to implement fishing, since it's nothing at all like real fishing but instead just very similar to getting something for just spending time while mindlessly clicking the same button over and over - something which should IMO never be rewarded in a game.
Of course deadlines decide what can or cannot be in a game, but just because there are deadlines doesn't mean there isn't enough time to do both.Ok I actually have to give you this one, deadlines usually don't decide what gets the drop and what don't. Developer focus generally decides that.
Well, GW2 is supposed to have events that either trigger on a player's action or is time sensitive, so a RPer could very easily play off of that.Great Northern Wall, have you played through it? It has events that trigger on player actions and/or are time sensitive.
Or in FFXI for example: Me and my friends were in the Dunes getting an item for a quest (I was a Beastmaster). There was a party not far from us that was resting after a tough battle that weakened them. A mob aggros them, and in their weakened state, call for help. I grab my pet and engage the mob, drawing the mobs attention away from the party. As my pet was fighting, that party was /cheering my pet on and /clapping. When the fight was over the people in that group where /kneeling and /saluting me, showing me respect and gratitude. I could've RP'ed the hell out of that if I wanted to. Also, that made me feel like more of a hero than some generic storyline ever could.Ok I assume that in this world of FFXI, adventurers and adventure groups are commonplace enough to randomly meet each other while traversing the world. That means that none of you are world-saving heros. Nothing wrong with that, not everyone can be that (except in GW). It's ok to be a generic nobody.
So you essentially mean that you had the opportunity to roleplay just because you met other players? And what about the players that already were in your group? They count for nothing?
Both are bad, but considering the "You are the hero, save us!" storyline is the driving factor for many games, it's a lot worse.I fail to see how a story is bad just because it is retold many times.
Like I said, a player could RP they have to craft a sword to slay some beast.But are you a beastslayer or are you a common worker? You want to be both.
amcoolio
29-04-2008, 02:01
What you just posted practically describes world v. world a map that takes place in the mists. and one server will be pitted against another.
Please explain. I have never played any other MMORPG's besides Diablo 2 (if that even counts). What is the mists? And do you think this idea would work in GW2?
Tru Reptile
29-04-2008, 02:07
Yes it does actually. If it didn't, no one would feel bad about grind since they didn't need to partake in it to get good results.
I used to farm a lot in GW, and even though I wasn't farming the best spots or using the best builds I've never felt like I was punishing myself, nor did I feel I was at a dis/advantage to someone who does runs or powertrades.
Actually, it means that since crafting or gathering systems are never well made. For example in most if not all MMOs that have fishing, it involves basically finding a body of water and then clicking the fishing button. Anyone who have ever designed an actual fishing game (like me. no, don't ask) will tell you that that is a very bad way to implement fishing, since it's nothing at all like real fishing but instead just very similar to getting something for just spending time while mindlessly clicking the same button over and over - something which should IMO never be rewarded in a game.
I agree. If a crafting system is implemented where all you do is basically just push a button then it's poorly designed. Something that provides maybe a bit of challenge or making it fun would be the proper way.
Ok I assume that in this world of FFXI, adventurers and adventure groups are commonplace enough to randomly meet each other while traversing the world. That means that none of you are world-saving heros. Nothing wrong with that, not everyone can be that (except in GW). It's ok to be a generic nobody.
So you essentially mean that you had the opportunity to roleplay just because you met other players? And what about the players that already were in your group? They count for nothing?
Well see that's the thing. In peristant games, you aren't the only hero which makes many people feel like the game is bigger than just them or they are just a small part of something bigger. But even though they may be a smaller part, doesn't make them less significant. If a person decides to be one of many heros that saves the world, they can do that. If a person feels like supporting the war effort by supplying goods/services, they can do that too.
But are you a beastslayer or are you a common worker? You want to be both.
Why not a beastslayer who is a renowned blacksmith? That's completely up to the person to decide.
raspberry jam
29-04-2008, 02:47
Please explain. I have never played any other MMORPG's besides Diablo 2 (if that even counts). What is the mists? And do you think this idea would work in GW2?The mists is the new low-end PvP zone in GW2. Imagine a huge alliance battle that people constantly join and leave in real-time.
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I agree. If a crafting system is implemented where all you do is basically just push a button then it's poorly designed. Something that provides maybe a bit of challenge or making it fun would be the proper way.Ok... This actually sounds interesting. What do you suggest?
Well see that's the thing. In peristant games, you aren't the only hero which makes many people feel like the game is bigger than just them or they are just a small part of something bigger. But even though they may be a smaller part, doesn't make them less significant.In GW you and 7 others saved the world. How can not saving the world, or doing it as a microscopic cog in a huge machinery that doesn't really care if you are there or not, possibly not be less significant?
(yes, you can imagine that you are significant, but if you want to stretch it that far you can just pop up minesweeper and pretend that you are doing something else)
Why not a beastslayer who is a renowned blacksmith? That's completely up to the person to decide.I could pursue this one, but you'll just win a moral victory by calling me elitist. So, sure. Go ahead. The person who dedicated her life to perfecting the art of combat so that she can go slay the Mighty Black Beast of Threatening Presence would have also have time and need to manage a shirt crafting industry.
Tru Reptile
29-04-2008, 04:03
Ok... This actually sounds interesting. What do you suggest?
That's actually something I've been thinking about for a while. I've noticed that many complaints about crafting have to do with how it's implemented. It seems it's usually done with just a button press (like with fishing for example) so I think more player involvement is needed. So instead of just pressing a button to reel in a fish, you would have to move the rod in certain directions (fight the fish) to tire the fish out before you can reel it in. So basically, how well you craft depends on your skill as a player and not some invisible stats leveling your crafting skills. Something like that would be a good start I think.
In GW you and 7 others saved the world. How can not saving the world, or doing it as a microscopic cog in a huge machinery that doesn't really care if you are there or not, possibly not be less significant?
(yes, you can imagine that you are significant, but if you want to stretch it that far you can just pop up minesweeper and pretend that you are doing something else)
Well it depends on the role players see themselves as taking. Some people want to be the brave hero while others want to be the person behind the scenes. Some even like being nomads, just trying to carve out a living for themselves.
I could pursue this one, but you'll just win a moral victory by calling me elitist. So, sure. Go ahead.
ZOMG ELITIST! Nah, just kidding. :tongue:
The person who dedicated her life to perfecting the art of combat so that she can go slay the Mighty Black Beast of Threatening Presence would have also have time and need to manage a shirt crafting industry.
Well it's not unheard of people having multiple professions, nor do you have to devote the same amount of time for each. Just because someone decides to fill a role (more or less) doesn't mean they wouldn't have time for other activities. Besides, people who slay the Mighty Black Beast of Threatening Presence would look much cooler sporting your fancy duds!
World PvP, like Warhammer, were you Raid the Enemies' City
DivinityOnHigh
29-04-2008, 23:12
Yes it does actually. If it didn't, no one would feel bad about grind since they didn't need to partake in it to get good results.
Hmmmmm...feeling bad about the grind may be the fact that they might not have enough time to partake in their little occupation so others are surpassing them. In that case...rlly wouldnt be their fault......but GW's a free game so who cares??? Devs dont care if some ppl feel whiney.....the majority of the peeps will like the game...and the devs look at the big picture...which is obviously the picture thats racking in the big bucks.
I fail to see how a story is bad just because it is retold many times.
hmmmm...somthing called cleche'. You dont stop playing a game that has you slaying the dragon to save the princess to pick up a new game that has a storyline that has you.....oh wow! slaying the dragon and saving the princess.:huh:
But are you a beastslayer or are you a common worker? You want to be both.
And he shall be both. Theres nothing that states that you have to be branded a hero, and a hero only. In all reality.......what kind of person do you know that is just one thing?? " Oh Hi! I'm a hero I have no wife. No kids. I dont even work for my food! I dont have to eat....and I make money by killing animals and looting thier dead bodies of hundereds of coins and items that they must have swallowed somewhere along the line......"
Yeah.
I think we dont have to be limited. GW 2 is all about letting you decide what you have to be. Having GW 2 devs be like uncle Sam (I want YOU TO BE A HERO) sorta defeats the pourpose IMO.
~DoH
Hmmmmm...feeling bad about the grind may be the fact that they might not have enough time to partake in their little occupation so others are surpassing them. In that case...rlly wouldnt be their fault......but GW's a free game so who cares??? Devs dont care if some ppl feel whiney.....the majority of the peeps will like the game...and the devs look at the big picture...which is obviously the picture thats racking in the big bucks.
Except that the entire mentality behind the creation of Guild Wars was one that avoided that.
The Sins We Die By
30-04-2008, 20:36
I don't remember if I mentioned this or not in some other thread, but I want to see a rez slot.
raspberry jam
30-04-2008, 21:05
That's actually something I've been thinking about for a while. I've noticed that many complaints about crafting have to do with how it's implemented. It seems it's usually done with just a button press (like with fishing for example) so I think more player involvement is needed. So instead of just pressing a button to reel in a fish, you would have to move the rod in certain directions (fight the fish) to tire the fish out before you can reel it in. So basically, how well you craft depends on your skill as a player and not some invisible stats leveling your crafting skills. Something like that would be a good start I think.Yep and again, all that takes programming time and focus, even more so than classical crafting systems. Why would you have the devs take focus away from actual gameplay?
hmmmm...somthing called cleche'. You dont stop playing a game that has you slaying the dragon to save the princess to pick up a new game that has a storyline that has you.....oh wow! slaying the dragon and saving the princess.:huh:Sure you do. The Zelda games have (almost) all sold incredibly well, and they are commonly about saving the princess or the world. So has the Metroid games, and they are just about shooting space pirates and aliens. Epic concepts are clichés because they work.
GW 2 is all about letting you decide what you have to be.Where did you get this info? Link please
I don't remember if I mentioned this or not in some other thread, but I want to see a rez slot.It's been suggested before. Reducing flexibility is bad.
Pluggalug
04-05-2008, 10:51
I totally agre whit raspberry.
Pluggalug
04-05-2008, 10:53
Barber idea is good. The rest of the ideas suck on so many levels.
I think he´s got a good point. Steeds would be very useful if u deletes map travl. (as GW2 will be an open world using map travel will un-crowd the game world, that means no faction-PvP)
Pluggalug
04-05-2008, 10:57
Plz, make armor cheaper. As I do have a life I would prefer not to grind 1 month to get a set of armor. It shouldnt take more then 2 weeks, maximum.
raspberry jam
04-05-2008, 18:26
Steeds would be very useful if u deletes map travl. (as GW2 will be an open world using map travel will un-crowd the game world, that means no faction-PvP)lol I didn't even think of this one. The effect of having map travel in a persistent world, at least if the node density is high enough, will be hilarious for everyone who says that persistent worlds are fun "because you may run into someone while traveling through the world".
EDIT: I like your name.
Pluggalug
04-05-2008, 18:43
lol I didn't even think of this one. The effect of having map travel in a persistent world, at least if the node density is high enough, will be hilarious for everyone who says that persistent worlds are fun "because you may run into someone while traveling through the world".
EDIT: I like your name.
ty, Pluggalug is a mountain troll boss in Kryta (check out wiki)
BTW: while talking about steeds, it would be pretty cute if Azura where able to ride on small boars, like those outside sunspear great hall.
No, no, no, no! You are making suggestions to basically turn Guild Wars 2 into WoW! I don't want this, and I am sure other people don't want a copy of WoW. Guild Wars 2 needs to be unique and different.
Factions
Now, this may be a spin off of WoW, but who cares?
I care! We care! Too much WoW likeness!
If crafting is implemented it might be like a title. But i hope it's not merge this with this and you get this. i'm hoping for example: Make basic gauntlets: A screen appears and you have to sew things in place with your mouse it will make things pretty fun(or at least more fun then most games)
uifhwfuiwehuifwehuifqwegh
05-05-2008, 17:40
No, no, no, no! You are making suggestions to basically turn Guild Wars 2 into WoW! I don't want this, and I am sure other people don't want a copy of WoW. Guild Wars 2 needs to be unique and different.
I care! We care! Too much WoW likeness!
y is it so bad to have SOME THINGS liek WOW? if ya havnt noticed their are developers in anet who worked on WOW to start with.
do you guise really want GW2 2 b GW that looks better with jumping and moar races or shuld it expand on what other games have too?
I think he´s got a good point. Steeds would be very useful if u deletes map travl. (as GW2 will be an open world using map travel will un-crowd the game world, that means no faction-PvP)
lol I didn't even think of this one. The effect of having map travel in a persistent world, at least if the node density is high enough, will be hilarious for everyone who says that persistent worlds are fun "because you may run into someone while traveling through the world".
u know map travel may only be for big towns rite? what if there r most towns liek the ascalon settelment that ar only places on tha map??
Pluggalug
05-05-2008, 19:36
I know that, and thats why they introduce mounts, so u quickly can travel to an outpost
raspberry jam
05-05-2008, 20:02
If crafting is implemented it might be like a title. But i hope it's not merge this with this and you get this. i'm hoping for example: Make basic gauntlets: A screen appears and you have to sew things in place with your mouse it will make things pretty fun(or at least more fun then most games)It's an awesome idea to have the devs waste their time making stupid ****ing minigames when they could be designing content that is actually worthwhile, don't you think?
u know map travel may only be for big towns rite? what if there r most towns liek the ascalon settelment that ar only places on tha map??Do you mean like maguuma stade or Eregon terrace? They are both smaller than the Ascalon settlement.
Lamuness
09-05-2008, 19:52
They need minigames to distract. If you look at games like Twilight Princess, they are filled with crazy minigames that you play when you're bored of saving the princess. ANet just needs to learn how to make worthwhile rewards. >.>
Jenstone
09-05-2008, 20:42
please more storage
Sudhendra Vahl
10-05-2008, 16:42
Please let them not go overboard with the mini-games. Whilst it is not an MMO, mini-games ruined TESIV - Oblivion completely. I'd hate to be forced to play a sh*tload of mini-games in GW2.
More storage is a must. A better idea would be to make more stackable items: let us have stacking runes, or ID kits/salvage kits. That on its own would save a hell of a lot of space.
I'm not too bothered about being able to redesign my character after the initial design-step. Although a wider choice of faces/hairstyles would be nice. How about making all faces and all hairstyles available to every class?
Better balance of skills. So we don't get so many nerfs and so many complaints that xxxx-class is now worthless since they nerfed XXXX.
A better balanced economy. When I can sell a dye to a trader for 10GP and then turn around and buy exactly the same coloured dye for 110GP... something is wrong with that economic model.
Make single-class characters viable. Yes, I'm well fond of my Me/N and my Wammo, but a plain, straightforward pure warrior might be nice to play (or a pure necro, or whatever).
Lamuness
10-05-2008, 20:36
y is it so bad to have SOME THINGS liek WOW? if ya havnt noticed their are developers in anet who worked on WOW to start with.
do you guise really want GW2 2 b GW that looks better with jumping and moar races or shuld it expand on what other games have too?
I'd rather GW2 be like GW1 w/ a facelift and class balances. New things that they are adding are cool, but I don't miss crafting items nor do I miss consumables.
Why does everyone on this forum want GW to be like WoW? If you want it to be like WoW, why don't you just go and play it? IMO, GW feels more like a cohesive game where all the animations for battle feel right, the sounds feel right, and there's not a lot of bull that Bliz added to their game with each expansion. Especially in the form of gear. I don't miss that either. I like being able to hit my max level early in the game so I don't have to race to max level. I like having weapons with a specific max damage and specific inscriptions / handles to put on them. I don't want to feel like I'm inferior just because I don't have the latest Tiered gear from the newest patch because I hate goddam grinding.
Xodus Ab Chao
12-05-2008, 06:03
Need more storgage!!! :)
Rob Van Der Sloot
12-05-2008, 12:54
y is it so bad to have SOME THINGS liek WOW? if ya havnt noticed their are developers in anet who worked on WOW to start with.
So? WoW is a game that lacks any innovation what so ever. And how is their work history relevant to this discussion? If anything it shows that they wanted to do things differently. Why would you want it the other way around?
do you guise really want GW2 2 b GW that looks better with jumping and moar races or shuld it expand on what other games have too?
No, I want a game that feels like GW1, but is a real innovation in the MMO genre. A game that tries to do things totally different. I wouldn't mind if they buried mounts and more races beneath a fine layer of Krytan sand. Jumping would be nice, but it would have to have a gameplay purpose. It also means the levels should make use of this feature.
Oh, and I would also like a spellchecker on this forum.
u know map travel may only be for big towns rite? what if there r most towns liek the ascalon settelment that ar only places on tha map??
Map travel to those too. Why not?
If crafting is implemented it might be like a title. But i hope it's not merge this with this and you get this. i'm hoping for example: Make basic gauntlets: A screen appears and you have to sew things in place with your mouse it will make things pretty fun(or at least more fun then most games)
If you like sewing games, get Metalgear Solid 3 now. You can stitch up your wounds, in an awesome mini game, after every gun fight. Awesome! No wait.... it sucked like hell. Imagine doing it over and over again. Would it still be fun?
Things I'd like to see would be:
-A Better Social System
I see a lot of people role-playing but the original GW doesn't allow this at all. More social hangouts like bars would be great.
-Better Trading System
We all know GW1 has a big problem with the trade system. Spamming is never the answer in an MMO.
-Occupations
Although this would be similar to WoW I think it would give some of us who finished making our chars something to do. Instead of bombarding us with titles that only give us grind for a few words under our name, how about we get occupations so we have something to do and get some real reward for it. (IE. Jewelery crafting, Armor Crafting, Fishing).
-Housing
This is one of my greatest wants. In SWG you were allowed to build a community in the form of your own city. Guilds would own towns/cities and it was a great community. The house could allow you to show off your goods rather than using the Hall of Monuments.
-Major Overhull in Skill Animations
Now I know there is going to be a big graphics upgrade to a better graphics engine but I think the issue comes down to the animations themselves. Most animations in GW are dull and tiny. I now play Cabal on the side when I get bored and I've come to realized how single the graphics engine is yet how elaborate the skill animations are. Makes me wonder what they would look like if similar skill animations were in GW2.
-Player Customizing
As of right now we can customize our characters to an extent but theres more things Anet can do to improve this. Hairstylist would be a very high priority. We should be able to change the color and style of our hair. Everything should be customizable and have multiple colors to them. Items like Tormented weapons and destroyer weapons should all be able to change color.
Those are all my suggestions for now. I'm going to play GW2 regardless of what Anet does but if they implement anything I said it'd make it that much better.
Dark Wolf
12-05-2008, 19:49
I am 100% in for non-combat activities in GW2. Doing nothing but combat can get boring. I am having fun crafting in LOTRO. What a criminal thing! I should be arrested right now and executed for loving and having fun crafting in LOTRO. I like fishing too and mounting big fishes and putting them on the walls of my beautiful elvish house that I love dearly and had fun decorating. Again, I sense another execution coming... :laugh:
Map travel>mounts.
Hmmmm....I dunno about this statement. Sounds sorta unresearched. GW 2 isnt going o have map travel. Its not going to be instanced. So Mounts is a must.
Asura teleportation portals could be used as a way of travelling in GW2, just like in Tabula Rasa, a non-instanced MMO. No need to be instanced to make teleportation happen. There would be portals at many different places and you would need to find them first and add them to your map in order to use them and after that you can teleport anywhere. In TB though, some places can be overun by Banes and the portals can be lost so the only way to win back the portal is by winning over the Banes at that particular place. Who knows, could make for some interesting battles for the control of the portals in GW2. As for mounts, I really do not know what could be used as a mount in GW2 beside horses. Giving all the players running skills and putting speed booster on roads could make the game without a mount.
Dusklore
13-05-2008, 03:47
i would like to see a day night system, but idk how it would work cuz the time is different in different parts of the world
well, the way they did it in perfect world is awesome, where you literary have a sunrise and sunset with a moon in the sky at night.
the day/night time is not in real time, but every half hour or so, maybe for GW2 every hour.
Guild Wars 2 needs some complexity. Things shouldn't be so easy to attain such as maxing out levels, finishing the game, getting the best armor for your character. I think this way because before I played Guild Wars I played FFXI for almost 2 years. Tons of people played that game because it was fun and challenging. Guild Wars 2 needs to adopt the same concept to keep people interested for a longer period of time.
for moving from town to town the only things i hear is either mounts or maptravel/portals. why not a system similar to lineage2's teleporters? you pay a small fine (depending on how many towns you skip while porting or distance of the town) or you run/use a mount. this kind of a system gives you a choice. if your cheap you run or use a mount, if you have some cash you can use the teleporter.
map travel is nice offcourse if you want to play a quick game, the teleporter and/or running/mount system seems a bit more realistic as you cant swap continents within 2 seconds.
Lamuness
13-05-2008, 23:13
Why would you want to pay for map travel when it's free in GW1? Plus you know how much it would cost to travel to Silfhalla from Hell's Precipice if that were the case?
And no, FFXI had TOO many things. It was a super grindfest. Nothing fun / challenging about standing at a bridge fishing all day.
But I would like to see Day / Night cycles, probably every 2 hours it would change dramatically from sunrise, to sunset, to nightfall, and it would be nice to see reactivity with that too, but that would be too hard to implement.
raspberry jam
14-05-2008, 07:46
realisticFireballs. People coming back from the dead. Huge dragons. Why would you want realism?
EDIT: I agree with Lamuness.
Tom Nook
14-05-2008, 14:01
i would like to see a day night system, but idk how it would work cuz the time is different in different parts of the world
Perhaps there could be different time zones in the different districts.
Day-Night system could be nice, but if it impacts on visibility (as it may be supposed to do) some players would be forced to play in Night time, thus making things more difficult unless they change to a district with Day time.
Or, some races could have infravision/darkvision (and this could be one of the most stupid suggestions so far).
I do not agree with the portal fee. The current teleport system is quite good.
No vision impact. I don't really think it would be fun if you ran out of light or something and couldn't see a darned thing. You would be running blind when maybe some asuran players are laughing at you(big eyes= nightvision)
Akirai Annuvil
14-05-2008, 20:45
No vision impact. I don't really think it would be fun if you ran out of light or something and couldn't see a darned thing. You would be running blind when maybe some asuran players are laughing at you(big eyes= nightvision)
Or you could turn off post processing effects which would probably disable vision impairment. (Or they could just not add racial passives as they are bad anyway)
I don't see how you could have a convincing day/night cycle without a vision impact.
Lamuness
14-05-2008, 20:59
You could. If the palette changed from an orange to a blueish tint that's darker, but not to the point of pitch black. Look at other games, most night time scenarios are pretty bright anyway. As much as I would like to refrain from bringing WoW into this thread as an example, but they do things between zones that I like when the color shifts from one palette to another. It could be something as simple as that.
But even with this day / night cycle, I would still like to see different palettes for each zone / level / section of the world. Much like how pre-searing is totally different from post-searing, or even subtle differences like how NF lands have the brownish tint and over blooming effects, compared to the lands of Asura which don't have any of that.
amcoolio
14-05-2008, 22:13
Or a mesmer skill that creates a "drunk" effect on the target. I always wondered why they didn't put that in the game already.
Most mesmer skills have no visual effect on the target, that you don't notice anything happening until you cast a spell or swing your sword. Along with better skill animations for elementalist skills (severely lacking in this area for GW), they should create a lot of interesting visual effects for when mesmers/necros hex targets.
MiatheHierophant
16-05-2008, 04:23
I would like to see more options for classes (professions). Maybe even a way to not have ANY profession, but be able to use and learn skills from a number of professions. How many of us have wished that our Mo/Me could use just one skill from the Necro line?
As far as the other issues that have been discussed, I am going to throw my two cent's worth in.
Have any of you played EQ? They have both Mounts (the faster ones are more expensive/higher level) and Teleporters. Most places you can get to by going to the portal, mapping to your destination, getting on your mount and going to an area that maybe doesn't have a portal. I would love to have had one going to the Falls. The thing is that they're not necessary, but they are somewhat helpful.
Something else that they have in EQ is occupations. None of them are required, but you can take "courses" and learn to do certain things such as craft armor, make potions, make food (not neccessary in GW, but you get the point.) If you choose not to pursue any "crafts", it's no big deal, but you can make a few gold by making and selling goods.
The only other thing I liked about EQ was the one thing that GW is sorely lacking. It's called a Bazaar. You make a character, fill its inventory with bags, and then fill the bags with stuff. Set prices on the stuff, park your toon in the Bazaar, and go to work (or school, or to bed.) If I needed to get a specific item, I would do a search, and it would show me all the people who had that item, and how much they wanted for it. I chose the person I wanted to deal with, and it led me to that person. I pick the item, pay the person, and go on. The seller doesn't have to spam anything, and the buyer has a number of choices available. No one asks too much, because they would never sell. If I had an uber sword for 50K, and Joe Supermonk had the same exact uber sword for 60K, who would you buy from?
Other than that, EQ pretty much sucked. The endless grind, the boss camping, and the high level cap made me finally give up altogether. Thank goodness I found GW. I can hardly wait for GW2.
I Sangre Nueva I
18-05-2008, 19:52
The only problem with the Kurzick vs. Luxon idea is that the emperor who succeeded Kisu swept through Echovald Forest and the Jade Sea and defeated them both to stop their annoying bickering :tongue: QFT. In PC Gamer in fact. But I like the idea of a mount, even if it is a little WoW-ish. But it is a new game, and with a new game, players need new things to show off.
Tom Nook
19-05-2008, 13:29
No vision impact. I don't really think it would be fun if you ran out of light or something and couldn't see a darned thing. You would be running blind when maybe some asuran players are laughing at you(big eyes= nightvision)
But then you'd be laughing at them running blind due to the sunlight. (big eyes=poor dayvision) :smiley:
Arkhan The Black
19-05-2008, 17:26
I want elite skills that lives up to their names. When playing with my warrior I always got disappointed when I got a skill like eviscerate or headbutt only to see nothing special about the attack animation. I don't want super-epic-lens-flare-animations but at least make it something special...
Maybe certain elite skills shows cut scenes(don't think alot of people would enjoy it.
Mount arn't exactly WoWish and i am correct most thing in wow were just made to fit with wow and put almost no innovation in it.
Jair of the Forest
19-05-2008, 18:12
I agree with the people that want skills to look a bit more impressive than they look in Guild Wars. Some Elementalist skills look pretty nice, such as Meteor Shower and Fire Storm, but most Mesmer and Monk skills look just boring.
Also I'd like that some skills behave/look differently in different environments. For example; A ranger can put up a Dust Trap in a Mountain environment, where it will look like the snow would suddenly come up and burst in someone's face, causing Cold Damage, while in a Forest environment flowers near where the trap was put will blow some kind of dust in the foe's face, causing Earth Damage.
Divinity Archer
19-05-2008, 19:03
I agree with the people that want skills to look a bit more impressive than they look in Guild Wars. Some Elementalist skills look pretty nice, such as Meteor Shower and Fire Storm, but most Mesmer and Monk skills look just boring.
I was never bothered by that, simply because the rest of the game looks amazing.
I think flashy skill animations are a bit overrated.
Gmr Leon
19-05-2008, 19:51
Also I'd like that some skills behave/look differently in different environments. For example; A ranger can put up a Dust Trap in a Mountain environment, where it will look like the snow would suddenly come up and burst in someone's face, causing Cold Damage, while in a Forest environment flowers near where the trap was put will blow some kind of dust in the foe's face, causing Earth Damage.
They've actually mentioned something similar to this in the PC Gamer article released whenever, nothing set in stone, but the basic idea you're mentioning.
Arkhan The Black
20-05-2008, 14:02
I was never bothered by that, simply because the rest of the game looks amazing.
I think flashy skill animations are a bit overrated.
I'm not asking for epic Final Fantasy limit-break attacks, I'm just saying it wouldn't kill them to make special animations for some skills.
I'd like Elite skills to have non standard animations.
As long as they do not distract the player or break the combat timeflow.
CorrieLuicfer
09-06-2008, 05:52
Personaly, ( I know I will proably get yelled at for saying this, I just know it) I think they need to take away map travel with GW2. If you look at EQ2, map travel seems a little stupid. Its too fast and doesn't give you a challenge of having to travel on your own, to learn where not to go at what level and where to go at what level, or lets say, learning the lay of the land. When I first started GW, I really loved map travel, it made everything quick and easy. But after awhile it HAD grown to quick and easy, especialy if you start to also pick up on EQ2, where you must run everywhere unless you use the griffin tower, carpet, boat, sokkars and any other travel means I forgot. Now yell all you want at me! :cry:
CorrieLucifer
Tru Reptile
09-06-2008, 08:34
Personaly, ( I know I will proably get yelled at for saying this, I just know it) I think they need to take away map travel with GW2. If you look at EQ2, map travel seems a little stupid. Its too fast and doesn't give you a challenge of having to travel on your own, to learn where not to go at what level and where to go at what level, or lets say, learning the lay of the land. When I first started GW, I really loved map travel, it made everything quick and easy. But after awhile it HAD grown to quick and easy, especialy if you start to also pick up on EQ2, where you must run everywhere unless you use the griffin tower, carpet, boat, sokkars and any other travel means I forgot. Now yell all you want at me! :cry:
CorrieLucifer
Map travel is about convenience. It's a pain in the arse to spend 15 minutes or so on foot or on mount just to get to where you want when all you want to do is play. Removing map travel would be a step backwards.
Wethospu
09-06-2008, 09:55
I think Map Travel is fine as it is.
Once you give candy, you can hardly take it away.
self regeneration outside combat can save so many things, a necro for instance isn't able to gain anything back until an enemy is there to feed it, no use having one enther without any self regeneration.
also, the game is fast-pased, not the all so boring speed WoW has where you can hardly kill one foo on your own....
Akirai Annuvil
09-06-2008, 18:28
If you look at EQ2, map travel seems a little stupid. Its too fast and doesn't give you a challenge of having to travel on your own, to learn where not to go at what level and where to go at what level, or lets say, learning the lay of the land.
...in what way auto-running to reach LA a challenge? Learning where to go and where not to go at what level is (1) not true, you can travel through all areas at all levels it just entails a lot of running and (2) as easy as looking on the wiki if you really want to limit the areas you go to based on your level.
Learning the lay of the land is quite useless as you have a perfectly fine mini-map and quest pointer which is all the vast majority of gamers are going to need.
The only downside map travel, arguably, has is lessening immersion.
A downside which does not weigh up to it's upsides by quite a few tons.
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