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What's the one feature you'd like to see GW2 import from another MMO?

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#1 Castaa

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Posted 26 July 2013 - 02:08 PM

What's the one feature you'd like to see GW2 import from another MMO?

Besides large scale instanced raiding, since to me, that's obvious.  Besides that aspect being added, what else?

#2 Gilles VI

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Posted 26 July 2013 - 02:41 PM

  • More diversified PvP (ala HA/GvG)
  • UW/FoW coming back
  • Removal of culling in PvE
  • Increased difficulty, dungeons but open world aswell
  • New zones being same as Orr, but better
Sorry for multiple things, but there are so many things that can be improved/added

#3 Achrisos

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Posted 26 July 2013 - 02:46 PM

CAPES!!!

Screw these lame back pieces. Give me a legendary quest line that leads to a cape back reward!

#4 Coren

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Posted 26 July 2013 - 02:50 PM

Guild Halls, I want my guild to have a home

#5 EphraimGlass

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Posted 26 July 2013 - 04:29 PM

View PostCoren, on 26 July 2013 - 02:50 PM, said:

Guild Halls, I want my guild to have a home

I second this.  ANet, are you listening?  I might pay cash money for town clothes if there were someplace relevant to wear them.

#6 Mhenlo

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Posted 26 July 2013 - 04:32 PM

View PostGilles VI, on 26 July 2013 - 02:41 PM, said:

  • More diversified PvP (ala HA/GvG)

  • UW/FoW coming back

But... but... but... Guild Wars wasn't an MMO it was a CORPG. Clearly you can't compare the two - Guild Wars 2 is meant to be a completely different game for casual players. You can't do those things anyways, because Guild Wars 2 is so much harder to develop because it is open world.

And on and on...

Otherwise, I agree with you. Kinda shocked by that really. Although, not sure if you would agree that combat needs a big change for any of those things to be viable like they were in GW1.

View PostEphraimGlass, on 26 July 2013 - 04:29 PM, said:

I second this.  ANet, are you listening?  I might pay cash money for town clothes if there were someplace relevant to wear them.

Every time I see Guild Halls mentioned in the official forums it gets poo-poo'ed so much by the fanboy crowd, that I doubt this will ever happen. No one seems to care about Guild Halls except GW1 fans - and GW1 fans don't matter anymore. In fact, the developers said it - if you want to play GW1 go play GW1.

#7 Baron von Scrufflebutt

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Posted 26 July 2013 - 04:34 PM

Quests.
Dynamic events and hearts are a supplement, not a substitute for quests.

#8 Gilles VI

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Posted 26 July 2013 - 04:47 PM

View PostMhenlo, on 26 July 2013 - 04:32 PM, said:

But... but... but... Guild Wars wasn't an MMO it was a CORPG. Clearly you can't compare the two - Guild Wars 2 is meant to be a completely different game for casual players. You can't do those things anyways, because Guild Wars 2 is so much harder to develop because it is open world.

And on and on...

Otherwise, I agree with you. Kinda shocked by that really. Although, not sure if you would agree that combat needs a big change for any of those things to be viable like they were in GW1.

God I miss body blocking...
I understand why they removed it for PvE (imagine Orr with bodyblocking :P) but it added a nice layer of strategy to the game (relic/flag running)
The things I miss the most (PB mesmer and fuse monk) would be very hard to implement/not fit in the system as it is now/would add a trinity again, so I don't see them adding those ever sadly enough.

#9 Mhenlo

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Posted 26 July 2013 - 05:15 PM

View PostGilles VI, on 26 July 2013 - 04:47 PM, said:

God I miss body blocking...
I understand why they removed it for PvE (imagine Orr with bodyblocking :P) but it added a nice layer of strategy to the game (relic/flag running)
The things I miss the most (PB mesmer and fuse monk) would be very hard to implement/not fit in the system as it is now/would add a trinity again, so I don't see them adding those ever sadly enough.

Remember stuff like blood spike where everyone had to bring monk skills? GW2 could be more like that if they tried. This way there isn't waiting for a monk, but you still keep the same kind of depth from the skills just spread out for everyone.

Oh well. At least we agree on something. :)

EDIT: I miss bodyblocking too - but not the latency problems where you thought you were free and your team is screaming at you that you are still body blocked.

Edited by Mhenlo, 26 July 2013 - 05:16 PM.


#10 kalendraf

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Posted 26 July 2013 - 05:16 PM

Client-side texture/model modding for equipment.   (No impact to game-play, and other players would still see characters using default in-game models and textures)

#11 Darkobra

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Posted 26 July 2013 - 05:17 PM

Rewards being in the game and not in the gem store.

#12 Gilles VI

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Posted 26 July 2013 - 05:36 PM

View PostMhenlo, on 26 July 2013 - 05:15 PM, said:

Remember stuff like blood spike where everyone had to bring monk skills? GW2 could be more like that if they tried. This way there isn't waiting for a monk, but you still keep the same kind of depth from the skills just spread out for everyone.

Oh well. At least we agree on something. :)

EDIT: I miss bodyblocking too - but not the latency problems where you thought you were free and your team is screaming at you that you are still body blocked.

Hehe yea the rubberbanding/latency issues were a pain, if they could bring it back to tournaments without that it would be epic, imagine capturing a point while 2 teammates block an enemy :D

Bloodspike was nice, assa spike was even more fun (my guild did this to farm the GvG zaishen vs noob guilds), 7 assas and an orders necro. In fact that was damage, control and support. Exactly what GW2 tries to be.

#13 Bakelith

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Posted 26 July 2013 - 05:36 PM

Addons, or at least the ability to redo your own interface completely.
Action bars for consumables
Minis in a special tab, not inventory/bank.

Edited by Bakelith, 26 July 2013 - 05:40 PM.


#14 Dahk

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Posted 26 July 2013 - 06:19 PM

Player housing similar to what WildStar is doing.



I'd be fine if they just did it as guild housing instead of player housing though.

#15 Gilles VI

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Posted 26 July 2013 - 06:34 PM

View PostDahk, on 26 July 2013 - 06:19 PM, said:

Player housing similar to what WildStar is doing.



I'd be fine if they just did it as guild housing instead of player housing though.

I can farm my garden with a greatsword! count me in! :D

#16 turbo234

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Posted 26 July 2013 - 06:45 PM

I miss the old mission style storyline gw1 had. I'm just not a fan of the current one with the living story. Missions would encourage grouping again.

Guild halls, or something of the nature. Guilds need a place to hang out. Plus I miss gvg.

Other instanced elite areas/more end game. The reason most of my friends stopped playing is because there isn't enough end game content for them.

#17 Dahk

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Posted 26 July 2013 - 06:51 PM

View PostGilles VI, on 26 July 2013 - 06:34 PM, said:

I can farm my garden with a greatsword! count me in! :D
It worked for Link...but then again, I guess he did use a 1h sword.

#18 Tevesh

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Posted 26 July 2013 - 10:06 PM

View PostMhenlo, on 26 July 2013 - 04:32 PM, said:

But... but... but... Guild Wars wasn't an MMO it was a CORPG. Clearly you can't compare the two - Guild Wars 2 is meant to be a completely different game for casual players. You can't do those things anyways, because Guild Wars 2 is so much harder to develop because it is open world.

While I do agree that permanent open world adds some constraints on what you can and what you can't do, and I admit I never played gw1 (outside of the free trial..once), most of the other MMORPGs have no problem implementing large open world and/or instanced dungeons. Say, for example, eq2 - before  it got overly casualized, large (and I do really mean large) open world dungeons that required a dedicated group to delve into were a major selling point of the game. And they managed to get it right in terms of balancing loot, difficulty, clear times, respawns, boss camping and open world pvp on top of that.

Mind you, that was SOE, a company notorious for their extremely small developer staff and total savings on everything. I mean, most definitely Anet have better financing, larger staff and better conditions. Nonetheless they can't seem to manage the things other games did with like four people total working on maintaining the servers and updates. I'm not sold on the entire concept of 'too difficult to implement cuz open world'. It's old, beaten and disproved numerous times. In fact, entire games with open and persistent world are based on content types people on these boards deem impossible.

I do not claim to know the actual limitations and coding of the gw2 engine better than the developers, but if the engine limits them THIS MUCH, something has gone terribly wrong well before the game was really conceived.

#19 NerfHerder

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Posted 27 July 2013 - 02:00 AM

The quality of life features that we had in GW1 would be good start. Guild Halls, last online/alts, 8-16 player instances, etc.

#20 davadude

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Posted 27 July 2013 - 03:28 AM

  • Replayable Storyline Missions
  • Multiple Players Versus Player Gametypes
  • Removal of Culling from PvE
  • Easier partying system... I believe most players don't even now it exists.

Davadude - Guru Village Idiot

#21 Coren

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Posted 27 July 2013 - 04:44 AM

Repeatable story missions. Some GW2 missions are interesting enough to repeat. As for the choices, just disable their consequences in later missions.

#22 turtledragon

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Posted 27 July 2013 - 04:59 AM

Trading. (trading post doesn't count)

#23 cyclopsje

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Posted 27 July 2013 - 07:09 AM

Minipet tab so you can pull them out without going to storage.
And that if i click on a name in chat i can always select join or invite for party. Not like where it half of the time is no option.

Edited by cyclopsje, 27 July 2013 - 07:11 AM.


#24 Locuz

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Posted 27 July 2013 - 03:04 PM

Gritty more diverse human faces. Really annoying that every human i tend to make up ends up being a expression-less doll face. :(

#25 Mhenlo

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Posted 27 July 2013 - 03:15 PM

1. Strive to bring back a modicum of the combat depth based on the interplay of damage/control/support found in GW1 but within the confines of GW2's philosophy.
2. Add multiple PvP games and objectives, including Random Arenas and Guild vs. Guild
3. Stop with the dungeon tokens and create large instances with random rare drops akin to FoW and UW.
4. Get rid of specific servers and stick with overflow mechanicsn segregating only by American/Euro/International
5. Make a new map for WvW - and make it bigger. Use WvW in conjunction with the Living Story to actually have the players change the way the world is shaped. Pit alliances against each other or races or other thing, such as political parties, etc.
6. Add Guild Halls and housing
7. Add alliance chat
8. Get rid of Coxboxes and find another way to make the game more profitable without being overly exploitive
9. Open up the rest of Tyria for exploration.

#26 Andemius

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Posted 27 July 2013 - 03:27 PM

Repeatable Story missions.

I'd like to see more pvp gametypes, but I don't belive gw2 can support traditional gvg or ha due to the lack of traditional trinity.

#27 Hybarf Tics

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Posted 27 July 2013 - 03:32 PM

Explorable regions, expansion packs, and in exchange we give them our living story, need I say more. :P

#28 st0rmie

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Posted 28 July 2013 - 02:09 AM

Mounts. Although mostly to see the seamless about-face as a bunch of forum warriors who have spent the last year insisting that mounts were unnecessary would instantly start gleefully collecting them if ArenaNet put them into the game. :devil:

#29 mattthecat

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Posted 29 July 2013 - 09:51 AM

Maybe its just me but I would like to spend more time exploring other major cities and still talk to people. Cross major city map chat. And I would also like to see them add an in-game LFG system that is exactly like GW2LFG. Add it right on to the friends list, but I believe something like that is in the works.

View PostRitualist, on 26 July 2013 - 04:34 PM, said:

Quests.
Dynamic events and hearts are a supplement, not a substitute for quests.
Also this, I love dynamic events but hate hearts. Bringing in Quests that don't overload you like in WoW but add on to dynamic events to give you more insight into random pieces of lore.

View PostMhenlo, on 27 July 2013 - 03:15 PM, said:

1. Strive to bring back a modicum of the combat depth based on the interplay of damage/control/support found in GW1 but within the confines of GW2's philosophy.
2. Add multiple PvP games and objectives, including Random Arenas and Guild vs. Guild
3. Stop with the dungeon tokens and create large instances with random rare drops akin to FoW and UW.
4. Get rid of specific servers and stick with overflow mechanicsn segregating only by American/Euro/International
5.snip
6. Add Guild Halls and housing
7. Add alliance chat
8. Get rid of Coxboxes and find another way to make the game more profitable without being overly exploitive
9. Open up the rest of Tyria for exploration.
All this stuff too.Really great post.

Edited by mattthecat, 29 July 2013 - 09:52 AM.


#30 Baron von Scrufflebutt

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Posted 29 July 2013 - 10:33 AM

View Postmattthecat, on 29 July 2013 - 09:51 AM, said:

Also this, I love dynamic events but hate hearts. Bringing in Quests that don't overload you like in WoW but add on to dynamic events to give you more insight into random pieces of lore.

The biggest problem with "questing" in GW2 is how pretty much any quest is simply a variation of the classic Kill 10 rats: stand in a tiny circle and kill everything in sight. GW2 completely lacks "epic" quests: something in the line of Galrath or Althea, a quest where the game sends you over multiple zones to kill the target. Hell, I'd be thrilled if the game forced me to switch locations in the map itself: but instead you barely move around when doing hearts/DEs.
And it's because of this that I feel that hearts/quests are the GW2 way of killing trash rather than a replacement for quests. It's a really fantastic way to kill trash, but quests: these are not.





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