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How would you deal with GW2 Endgame?


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#1 shanaeri rynale

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Posted 15 November 2012 - 01:33 PM

Ok, letter drops through the post. By some whim of fate you now find yourself in charge of Anet. You know people have an issue with stuff to do after 80. Given that you cant spend millions on an expansion pack, nor do you have time to write it. You also know you have 2 development teams one for new stuff, one for support.


Here's my off the top of my head list.

New stuff team
  • Do the lost coast and extra content but keep stats the same and make infusions available everywhere, swappable and on every armor
  • Focus on community tools to help bring people together. Such as guild halls, more chat options, Alliances and stuff that makes teaming easier and being easier to mix with people
  • Put random bosses throughout the world that drop rare skinned items that have desirable but not increased stats.
  • Create a FoW/UW replacement zone where a party wipe kicks you from the zone.
  • Introduce GvG
  • Give PvP players a laddering system and a recognition system outside of just SPvP
Support Team
  • Fix bugs that prevent people doing content. Stuff like the hatchery, Arah gate and broken skill points
  • Correct issues in downscaling so that an 80 going to a level 5 area isnt a faceroll
  • Give higher level rewards for downscaled area with the chance of higher tier mats dropping
  • Create a Daily 'Zaishen' style dungeon/personal story to encourage teaming in those areas. Reward with Karma, XP and after so many the RNG items required for Legandaries(e.g clovers)
  • Get Guesting in place ASAP, without the need to have a friend in place.
If I had the time and the money I would look to replace a focus on game mechanics and towards stuff that bought people together. Rewarded team play and gave the game a community focus.

Ofc this assumes that the resources are in place, and is'nt meant to be a 'get it in by friday' more like a progression path on how to move the game forward without gear stat/gear gating.

Edited by shanaeri rynale, 15 November 2012 - 01:34 PM.


#2 Lady Rhonwyn

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Posted 15 November 2012 - 01:51 PM

My first order of business would be to pool the two teams together and get guesting in. ASAP.  Done by yesterday, please.   24/7 until it's done.

After that, the support team continues fixing bugs and balancing.  They also reevaluate the pricing on waypoints, so that the price is dependent on distance, area and character level.

The new development team starts working on a new style of dynamic events.  These can cross map borders, are completely random (no timer possible, maybe some fancy calculation based upon all current events in the affected maps).  Once such a dynamic event starts, dynamic events will popup all over the map(s).  Failure is a true change to the map(s) and will eventually cause a second super dynamic event which can change the map(s) back again.


View Postshanaeri rynale, on 15 November 2012 - 01:33 PM, said:

  • Give higher level rewards for downscaled area with the chance of higher tier mats dropping

This, I have a problem with.  I don't want higher tier mats when I got to a lower level.  At least, not always.  I still need plenty of cotton, wool and linen.  And don't even mention most of the fine materials.

#3 Jairyn

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Posted 15 November 2012 - 02:05 PM

Lots more minigames (where are the activities?!), events, costumes, puzzles, dailies, monthlies. and achievements. More silly vanity consumables.

More focus on providing epic, engaging, tactical open world content.

More focus on events actually changing the world.

Overhaul of the personality/personal story system to actually allow a player to give their character some identity. More and better story. Actual branches. Side quests.

Housing!

GvG

AA point system, maybe. Key is to make it "gated, not grindy" and actually succeed with that concept.

More dungeons and zones, which can be pumped faster if we don't need to itemize a gear treadmill.

Some variant of traditional questing. You know how sometimes an NPC starts an event and has a little symbol over their head to tell you? More stuff like that, allowing players to find and kick off more events rather than stumble into them.

Player-designed content: events and dungeons. See Architect Entertainment from City of Heroes (RIP).

Edited by Jairyn, 15 November 2012 - 02:08 PM.


#4 Mustache Mayhem

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Posted 15 November 2012 - 02:59 PM

I would personally make the world open pk.. that would be sweet- base it on the karma system lineage 2 had before all the pots and whiners got their way.. you go red on someone by killing them.. you are fair game even in cities until you work it off- and if you die.. there's a chance to drop gear thats lootable by other players.. the more you kill the more karma you have to work off and the higher chance your gear will drop,, you cannot access the bank while red

this would keep the crafters in business.. it would just be an extension to wvw but with consequences for your action.. if your attacked and kill the pker in retaliation- your not penalized at all.. players attacking whites without killing turn purple and can be killed without penalty but purples don't drop gear..

I would also have zhaitan play a bigger role in orr.. he would swoop down on people randomly with magic find gear and eat them up- he eats magic.. so having magic find would have some downsides there.. also champions would have a backbreaker and bodyslam skill which would be one hit.. they are too easy as it is now.. group events would mean group events- being able to solo them only reeks of wow catering

wvw is good the way it is.. I would seriously put a downside to magic find gear though.. too many lubed running around and that's their only set

#5 Perm Shadow Form

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Posted 15 November 2012 - 03:03 PM

Extremely hard 2hour +- instance with reward chest with multiple items at the end. Basically UW 2.0. But even more harder.
And increase party size to 8.

New skills.

Open world PvP. Just as it used to be in Runescape.

Hard mode.

Daily Quests.

#6 GSSB Lunaspike

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Posted 15 November 2012 - 04:34 PM

Bug fixes should be number 1.

After that I would address the lack of people in lower level zones. The best way to address this is with the scaling mechanic. Keep it, but restrict certain skins to certain zones. Make it so you can ONLY get those skins inside certain areas.

Plant skins would be in the sylvari areas, specifically the wildlands. The starting zones are already good, it's the next tier of zones that needs some serious attention.

Redo the human themed skins so they are more desirable. Have those available in the human areas. Make a new set of "centaur" skins available in certain zones.

I would also change the dungeon token system to a generic token based on zone. You could get those tokens by doing group events, OR doing dungeons.

You would see players doing group events in zones that right now are completely empty.

The whole point is to add choices on how you play. The original thing that drew many to the game was having choices. If you don't want to grind dungeons, you can play group events etc. Allow people to have choices, and they will open the game up more.

Oh, and I would upgrade the wvw gear because right now the skins are pretty much crap. The stats are generally bad anyway on them. Tweak the skins, and make a few available with different stats.

#7 Arquenya

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Posted 15 November 2012 - 04:38 PM

View Postshanaeri rynale, on 15 November 2012 - 01:33 PM, said:

New stuff team
  • Do the lost coast and extra content but keep stats the same and make infusions available everywhere, swappable and on every armor
  • Focus on community tools to help bring people together. Such as guild halls, more chat options, Alliances and stuff that makes teaming easier and being easier to mix with people
  • Create a FoW/UW replacement zone where a party wipe kicks you from the zone.
This. Mainly things that would bring together and do enjoyable, challenging things.

Especially FoW like dungeons, not too hard but with wipe options.
And Alliances, I've met a lot of people all in small, unique snowflake guilds that would really get a boost if they had an alliance and an alliance chat to team up to do things.

I'd add:
More realistic weapon & and armour skins
When I look at the weapon and armour skins I notice that (except for light armour) it's all extremely big & bulky. For example: out of 58 greatswords, only like 7 look even remotely realistic. Most look more like a "Brute Foehammer of Spikiness" than like a sword.

Almost all medium and heavy armour make you look very big and your hips very wide, weapons disappear into your armour, you can't see what body type you've chosen anymore.
Boots are super huge, if you thought Uggs aren't exactly elegant .. try GW2 boots!
So: more slim, sleek and realistic gear.

lastly, I'd tell my devs to remove MF from the game.

Edited by Arquenya, 16 November 2012 - 10:41 AM.


#8 AlixIcebane

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Posted 15 November 2012 - 04:39 PM

I'm considering sacrificing a goat every time before I got into a dungeon so the gods can protect me from bugs.

#9 Uhhsam

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Posted 15 November 2012 - 05:43 PM

I would add in permanent versions of some of the mini-games.  I know they want to keep the novelty of holiday events, but it would be nice to have some more games like them year-round.  Perhaps with unique rewards similar to dungeon tokens that can be used to buy special items like different town clothes or armor skins.

Perhaps make it so people can host a local instance of a map for themselves or their party so we can bring back hard mode and vanquishing.

Not sure if possible, but maybe a new NPC like Nicholas the Traveler that appears in some of the lower-population maps and collects trophy drops from monsters on that map for various rewards.  It could be a Priory researcher, maybe.

#10 GSSB Lunaspike

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Posted 15 November 2012 - 05:59 PM

View PostUhhsam, on 15 November 2012 - 05:43 PM, said:

I would add in permanent versions of some of the mini-games.  I know they want to keep the novelty of holiday events, but it would be nice to have some more games like them year-round.  Perhaps with unique rewards similar to dungeon tokens that can be used to buy special items like different town clothes or armor skins.

Perhaps make it so people can host a local instance of a map for themselves or their party so we can bring back hard mode and vanquishing.

Not sure if possible, but maybe a new NPC like Nicholas the Traveler that appears in some of the lower-population maps and collects trophy drops from monsters on that map for various rewards.  It could be a Priory researcher, maybe.

I like that, but at the same time I think Anet broke their promise to the players. The idea that players wouldn't need to grind a dungeon for certain things was important. We know now that isn't how it is at all. Just my opinion, but if they added in dungeon tokens to group events in certain zones it would go a long way to spreading the population out and at the same time it would allow them to keep their promise.

I'm not one of those that thinks "oh dungeons are too hard" or anything like that. I do think they are boring, and the idea of grinding them seems so stupid to me. I have lots of respect for people that can, I have no idea how some of you guys do it that have full dungeon gear.

If I could make just one change that would be it. Giving players more ways to obtain the things they want. That's kind of what was promised anyway.

That and make it so you can combine picks/axes/sickles so I can just buy a couple of hundred ori stuff and not have to fill up my inventory with it.

Edited by GSSB Lunaspike, 15 November 2012 - 06:01 PM.


#11 FoxBat

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Posted 15 November 2012 - 06:00 PM

1) Scale rewards better for high level players in lower-level zones. There should at least be some chance for rares, exotics etc. to drop, even if lower. Karma/gold rewards should scale better to level, etc.

2) Make some zquest-style system that focuses people on a different zone and dungeon (or several of them) each day.

3) Some kind of LFG system for dungeons beyond chat spam.

There's a ton of content in the game as is, just no incentive to go see it. Adding some incentive is going to be far more efficient than trying to keep up with making a new handful of dungeons for people to grind till their eyes bleed.

#12 Draylan

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Posted 15 November 2012 - 06:01 PM

add the trinity to this game so its not an unorganized zerg fest jhkfdguuuuhgs i got oneshot 50 times flaggin of dungeon running

Edited by Draylan, 15 November 2012 - 06:02 PM.


#13 Asudementio

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Posted 15 November 2012 - 06:22 PM

I would do the following.

Introduce masteries which is a system that allows you to continue on through your personal story focusing on your class choice and your description of affinity to introduce interchangeable skill templates for weapons so say for example a Warrior has a set of abilities for the greatsword but by seeking masteries he can gain an additional set that can be swapped in for his original set.

Introduce GvG.

Add vertical gear progression in degrees of 3% stat increase between the tiers but the progression is done by adding exotics plus mats in the mystic forge to increase the tier of the gear. The mats would be obtainable via WvW, crafting, and dungeoneering. Two new tiers would be added ( exotic -> ascended -> mythic).

Change the armor transmutation system into saving an appearance by destroying an item at the cost of a fine transmutation stone and being able to apply it from a bank of stored appearances at the cost of a fine transmutation stone.

Add a dueling arena that acts like a 1v1WoW style arena with custom skins.

Add statues in the heart of the mists showing the top ranked duelist from each server.

Add more underwater objectives to WvW.

Introduce a fully underwater dungeon.

Allow more on-land weapons to be usable underwater.

Scale rewards from zones and dynamic events to match level with a slight penalty. For example, if i was in queensdale i would be able to obtain T1 mats but i would have a small chance of obtaining T5/T6  mats.

Introduce more random world wide events, such as things like the events in runescape.

Add a second instance to arah that can be entered once a single explorable path has been completed. In this second instance you fight a heavily wounded zhaitan that has secluded itself to regain its strength and lick its wounds. I won't detail the fight here as i am still writing it up, but it would only be completable once a week and would offer an increased chance of getting a precursor weapon.

Add a precursor weapon recipe to the mystic forge.

Add two endgame factions ( ala kurzick vs luxon) and have a zone where you can sabotage the other factions attempts at completing a dynamic event in a struggle for limited resources that open up towns and settlements and vendors.

Add jugs of liquid karma to dungeon vendors for the cost of 240 dungeon tokens.

I'll add more to the list later- have to go to class.

Introduce more minigames.

Add a "champion" player system in that while in dungeons you can champion an aspect of play by talking to a npc- you can champion a defender, a berserker, or a mender. When championing you recieve one additional ability that is triggered by pressing f12. Defenders gets a 5 second taunt, berserkers get a 10 second buff that increases damage they do by 3% and menders get a aoe heal. Each ability has a cooldown. This would add a greater element fo strategy to dungeons and would make them feeling less like DPS fests.

Edited by Asudementio, 15 November 2012 - 06:32 PM.


#14 Sandpit

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Posted 15 November 2012 - 07:49 PM

I would fix level scaling so that it 1) Makes it more challenging for all levels, and 2) Rewards all levels. Make every zone high end content, and populated.

Again, fix the level scaling to make dungeons more suitable for small parties rather than this daft "5" rule

I don't want hard modes, it never really worked in GW1, just led to more grind titles.

Better use of the dynamic events, enableing people to know when they are happenning / about to happen, most importantly, get rid of the stupid waypoint cost disincentive. we want people to travel fast to join in community events, not penalise them for participating ffs!

Add more level 80 areas in the dead parts of the map.

#15 Featherman

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Posted 15 November 2012 - 07:57 PM

Make all areas as rewarding, engaging and challenging as Orr (No annoying mobs though, in fact let's take away all cc from overworld mobs).

More diablo-esque dungeons in that you can run them for intresting loot and the layout changes every time (fractals is already kind of like this)

More interesting and unique loot from world bosses. Scale their rewards and place them all around Tyria to give players more incentive to go back.

More challenging and interesting dungeon mobs with a wide array of tactics. Give them AI that takes into account player composition and positioning. Also, players can use combo fields, so why not mobs?

#16 Firstborn12

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Posted 15 November 2012 - 08:43 PM

this is how I would add to Endgame...

4 new maps for each of the races(Sylvari & Asura share a map), you gain access to these maps only after you complete there zones completely. it will be like WvW, but no enemy invaders. you must cut off enemies supplies, shorten their forces, defend camps and once enough is taken and done, there will be a DE that takes you to the enemies fortress, with a big boss battle. New rewards in these areas includes each Karma Vendor having a different style of gear and weapons. something like a T4 cultural armor(no race requirement) and Weapons, that will be on par with the ascended gear.

I would also like to see Fractal doors in each areas, which would be accessiable after you completed that area. it would be a level 80 zone, the Landscape would match how it look 250 years in the past. in would be a Open World map and not a Instance map. more DE, DE chains and Boss battles. Karma Vendors with the armor style of GW1.

Im also in favor of the Z-Quest making it into the game, Its will take you From Dungeons, Fractal World Maps, and the New Maps I stated aboved.

#17 ZigKid3

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Posted 15 November 2012 - 08:46 PM

View Postshanaeri rynale, on 15 November 2012 - 01:33 PM, said:

Introduce GvG
Guild vs. Guild in Guildwars?

This Madness!

#18 Impmon

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Posted 15 November 2012 - 09:00 PM

1.  Fire whoever designed light armor & hire a replacement

2.  Create better light armor designs.

3.  Adjust the costs of cultural armor & weapons, well not so much adjust but redo them entirely because they're just plain stupid.  No they do not give you prestige for having wasted all that money on them regardless how much you convince yourself.  All they show is who is buying gold from 3rd party gold sellers.

4.  If a zone has no population the dynamic event will spawn more friendly npc's to help.  Npc's that can actually help too not like current ones that die instantly.  On underpopulated servers places that require completion of DE's to advance or access karma vendors are always in contention because theres never enough people to do them.

5.  No player housing.  This is guildwars not "how fabuloooooss  why lets all go decorate my fake game house girlfriends!!!!"

6.  Fix risk vs reward primarily in dungeons because right now its like doing a triathalon where you're electrocuted in the nutsack every couple minutes to arrive at the end and be rewarded a $1.50 and a pair of used socks you don't need.  

7.  Open world free for all servers pvp.

8.  "Bot Flag'  when its been determined that someone is a bot when enough people flag that person as a bot you can then kill that person and all the gold they've accumulated on their person is split between all the players.

9.  Remove server vs server & make it like heart of the mists with hot join.  You're placed on red, blue or green.  If you queue with your guild you'll be randomly paired against other guilds.  There will be no more server rankings instead your guild will be ranked.

10.  Implement a "Darkness Falls"  style dungeon where whoever controls the most keeps has access to this dungeon.  Inside this dungeon you'll have access to gear & quests.

11.  Adjust the difficulty of dungeons related to the level that you're supposed to do them.  Not get 80th and then backtrack.  Allow for different difficulties upon entry,  easy, medium, hard, elite  like dungeon & dragons online.

12.  Guilds can no longer transfer to servers that are currently winning in their matches.

13.  If you transfer to a server that is losing in WVW & underpopulated you'll be rewarded for contributing with bonuses to karma, exp, magic find for a week.

#19 ZigKid3

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Posted 15 November 2012 - 09:11 PM

(was hoping the next person would chime in and say "This is Tyria!")

Just general changes I would make:

1. More Jump puzzles, and with better rewards as well as titles.

2. transmutation stones don't make the other item disappear (this really sucks for transmuting exotics).

3. P2P trading

4. dueling

5. ensure that WvW teams must be even at all times

6. more armor designs, 1-79 equips has very little

7. inspecting

8. player data base on the official website, like an armory

For endgame:
mini games (maybe even with gold gambling?)
jumping puzzles
pvp zones in certain maps/areas
improved dungeons

#20 BovinityCow

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Posted 15 November 2012 - 09:12 PM

Step 1) Create a slider or other option that lets you tone down other players' spell/particle effects, so you can actually see the mobs.

Step 2) Fire whoever thought that, "Just add more damage and HP" was an acceptable way to make content.

Step 3) Fire whoever thought that Agony was a funny mechanic.

Step 4) Add some more actual content, with bosses that have interesting and challenging mechanics, but significantly less HP in most cases. There's actually no shame here in sucking it up and looking at other MMO's encounters for some inspiration.

Step 5) Nerf dodge. Probably by lowering Endurance regen. Yes, people will be mad, but dodge is just too powerful and makes any kind of PvE design not only difficult, but frankly a little boring.

#21 Jobuu

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Posted 15 November 2012 - 09:19 PM

lots of good stuff here. I'd like to see a PVP zone similar to WOW's alterac valley where you have NPCs, checkpoints, and mini bosses/bosses and mini quests within the zone. WvWvW is too big and sPVP is too small.

i like the map change on DEs. more destruction and fires which would remove vendor NPCs or some other incentive to bring it back to normal.

Edited by Jobuu, 15 November 2012 - 09:28 PM.


#22 Zedabi

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Posted 15 November 2012 - 09:47 PM

In terms of progression systems:

Bring Back Trait Hunting

Chances are, we'll have new traits. Instead of just "giving" them to the professions, let players go out and learn them.

Bring Back Skill Hunting

As above, see below. Instead of just giving us skills, let us find them through:

- Skill Challenges
- Signet of Capture (would be placed in a slot depending on what type of skill you're capturing)
- Tasks Unique to that profession

Skill Upgrades

Small tweaks that can be bought / researched and applied to skills. For example, Fireball can be upgraded to Increase Splash Radius OR Apply Burning OR Increase Range. Nothing overpowered, but small tweaks that can customize the skills more to your play-style and are more specific than Traits

Rank / Reputation

A wasted opportunity IMO. Instead of elevating us in rank in the story, we stay a grunt, so to speak. Then out in the world we'd be able to raise our standing with that Order, giving us access to different items, titles ect.

Also, raising our reputation with different areas, thus lowering way-point costs and vendor costs, as well as unlocking new items.

Think of the rep in GW1.

Guild Instance

Could be placed in either Content or Progression.

Guilds will be able to buy an instance for a certain amount of Influence.

When they buy this instance, at first, it'll be empty, possibly with 'critters' they need to clear out.

The guild would then have to 'research' different ways for them to build their Hall. At first, the hall will be kind of shabby (think of a shed). But as you progress and master different crafting skills / hire NPC's ect you'll be able to build your Guild hall into something magnificent. Crafting benches could be added, as well as being able to hire Guild Craftsmen (for the Guild Gear), and other NPC's that benefit guild members.

Of course, materials would have to be gotten from out in the world (Wood, Rock [added to the mining loot table]), meaning that Guild Hall progression couldn't be made just inside that instance.

When built, the Guild would then be able to earn Achievements in PvE, WvW and SPvP to display in their Guild Instance, which they can invite people in to see.

--------------------------------------------


In terms of content:

Order Missions

Outside of the storyline, us being part of an Order doesn't play much part in our day to day game-play.

Therefore, everyday we'd have a mission(s) (scaling in difficulty depending on our Rank [see above]) that would earn us rep, rewards ect. Maybe a times buff that if we go to lower areas to help them Citizens, we'd get a boost in Coin, Karma, and it'd earn us Rep ranking points alongside it.

Area Tasks

Kind of like Hearts. Each area would have a board with a list of tasks that you can complete that day. Completing these tasks would earn you Coin, Karma, and Rep with that area, thus lowering travel and merchant costs, giving you progress towards a 'Hero of [location]' title and potentially unlocking unique items.

Amaranth the Traveler

Nicolas is sorta dead, so make Amaranth the new Nic. She gives you a list of items (one from each area so you have to travel. Also, possibly randomised so players don't swarm together[?]) for you to collect, and in turn, she'll give you a Package that contains:

- Coin, Karma item and EXP item
- Some random cooking ingredients
- Some random T6 crafting material
- The chance of a random item exclusive to Legendary progress
- The chance of a Unique Weapon skin
- The chance of a Mini
- The chance of a Unique crafting recipe
- The chance to get a Treasure Clue (see below)

Players would be able to get one Package a day. Amaranth would stay in an area for a week, changing location within that area every day. She'd also give clues as to where she's traveling next.

Improve Achievements and Title Tracks

- Add titles along the way to mark your progress, as opposed to right just at the end.
- Skins (I like skins). For example, achieving Max rank in Drake Slayer would earn you Drake-scale Armour, while Greatsword Master would earn you a bitchin' Greatsword skin.

Treasure Hunts

When you have a Treasure Clue (which players would have the chance to get after a Jumping Puzzle, Area Completion or in a Package), using it will display a rough sketch of a place, or maybe a description of a place (making use of them PoI). Following it would lead you to another clue, until you get to the end, and find a Treasure Chest containing Coin, Jewels (for crafting) and other valuable items.


--------------------------------------------


While not technically content or progression:

- maybe a workbench where you can create your own Weapon and Armour skins within the parameters given? Maybe even sell additional effect in the cash shop? Nothing so fancy that it'd make other skins look bland though.

- competitions to design skins (like the Glacial Blade and Hourglass Staff).

#23 Arkham Creed

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Posted 15 November 2012 - 09:50 PM

View Postshanaeri rynale, on 15 November 2012 - 01:33 PM, said:

Ok, letter drops through the post. By some whim of fate you now find yourself in charge of Anet. You know people have an issue with stuff to do after 80. Given that you cant spend millions on an expansion pack, nor do you have time to write it. You also know you have 2 development teams one for new stuff, one for support.


Here's my off the top of my head list.

New stuff team
  • Do the lost coast and extra content but keep stats the same and make infusions available everywhere, swappable and on every armor

Um…yeah, about that….

Quote

https://forum-en.gui...Chris-Whiteside

Chris Whiteside – Studio Design Director

Ascended and infusion rewards will be available in both PvE and WvW over time, and be made available through all sorts of content around the world including existing content.

I like how everyone feels the need to complain about what Arena Net is doing and act like they know better when obviously they haven’t taken the time to actually find out what Arena Net is really doing.

Edited by Arkham Creed, 15 November 2012 - 09:55 PM.


#24 Dasryn

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Posted 15 November 2012 - 09:56 PM

where do some of the posters in here get the idea they can order their staff to work 24/7 non stop?

thats not how American workforce works lol.

please be reasonable.

#25 Featherman

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Posted 15 November 2012 - 10:03 PM

View PostArkham Creed, on 15 November 2012 - 09:50 PM, said:

-snip-
I'd like to apologize on behalf all the participants in this thread. We were wrong for for assuming we could possibly fill the shoes of our great ANet overlords, even hypothetically. We were dumb and didn't know any better and we'll make sure to keep our imagination to ourselves next time.

View PostRickter, on 15 November 2012 - 09:56 PM, said:

where do some of the posters in here get the idea they can order their staff to work 24/7 non stop?

thats not how American workforce works lol.

please be reasonable.
I'm not sure, maybe they were exaggerating? Well realistically, we'd be employing robots to do all the programming for us so I'd say that the poster probably wasn't serious about that at all.

#26 Zedabi

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Posted 15 November 2012 - 10:06 PM

View PostFeatherman, on 15 November 2012 - 10:03 PM, said:

I'd like to apologize on behalf all the participants in this thread. We were wrong for for assuming we could possibly fill the shoes of our great ANet overlords, even hypothetically. We were dumb and didn't know any better and we'll make sure to keep our imagination to ourselves next time.

I'm pretty sure he's referring to things people that are suggesting with Infusion that ANet said their doing with Infusion. Not that we should stop coming up with ideas.

#27 Jobuu

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Posted 15 November 2012 - 10:07 PM

ooo i thought of another idea. skill customizing. why should my mesmer be forced to have butterflies? or what about the purple/pink color of everything. maybe i want blue phantasms etc... how about a colorwheel for skills/spells - dyes for weapons and more custom stuff

Edited by Jobuu, 15 November 2012 - 10:08 PM.


#28 Featherman

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Posted 15 November 2012 - 10:10 PM

View PostZedabi, on 15 November 2012 - 10:06 PM, said:

I'm pretty sure he's referring to things people that are suggesting with Infusion that ANet said their doing with Infusion. Not that we should stop coming up with ideas.
Oh herp derp. Is this really the thread for that?

#29 XionValkyrie

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Posted 15 November 2012 - 10:12 PM

Give players a sandbox island.  Give them tools to build cities, agriculture, monuments, commerce.    Have it get randomly attacked by natural distasters (Dragons) and other forces.   Meta events that have the criteria of requiring players to build certain things first.   All the things build by players can spawn additional DEs, with DE's possibly interacting with each other and as well as interfering with each other.

#30 Arkham Creed

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Posted 15 November 2012 - 10:14 PM

View PostFeatherman, on 15 November 2012 - 10:03 PM, said:

I'd like to apologize on behalf all the participants in this thread. We were wrong for for assuming we could possibly fill the shoes of our great ANet overlords, even hypothetically. We were dumb and didn't know any better and we'll make sure to keep our imagination to ourselves next time.

Heh, snide counter comment accepted. That said my point is that if you feel the need to theory craft an alternative to a given mechanic or feature it might be a good idea to know what the original mechanic or feature actually is. For example I’ve seen a lot of WvW players, to be frank, pissing and moaning because they think Arena Net is going to force them to play this dungeon in order to get the new items. Of course this is completely counter to the post I quoted that indisputably confirms that ascended items and fusions will be available through WvW. In short making their arguments completely void.

There is nothing wrong with stretching those mental muscles and trying to come up with new ideas or alternatives to suggest, I’ve done it myself, but if you don’t take the time to find out if your ideas are already invalidated or not it just makes you look like a whiny little jerk who would rather instantly complain about something you don’t think you’ll like before you even know what that something actually is. I see that too much here on guru and frankly it’s starting to make me worry about the future of this game when its core community is that…well….I’ll hold my tongue.


Edited by Arkham Creed, 15 November 2012 - 10:19 PM.





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