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Guild Wars 2

Guild Wars 2 

General Discussion  » What will make of break future content

17 posts found
  Crusix221

Apprentice Member

Joined: 7/14/08
Posts: 101

 
OP  9/24/12 3:57:42 PM#1
In my opinion, I think what will end up making or breaking GW2 in the long run will be the open-worldness of the content added. This game really needs to look at things like player housing, mounts, even maybe adding bodies of water with ships. A-Net is not limited by the mechanics they put in place which doesn't make open world elements impossible. Dynamic events need to feel more like they are part of a world you have stake in. Image your ship, land, or house being subject to a bandit raid instead of a random NPCs?
  KingJiggly

Novice Member

Joined: 8/03/11
Posts: 807

Definition for innovation is below. Your welcome.

9/24/12 4:01:56 PM#2

I want more mini games. Like nazi zombies guild wars or something, hunger games like they did, fort aspen wood from gw1, jade quarry from GW 1, survival mini games, some mini game where you defend some place vs waves of enemies (not as hard or scary as zombies), I want Anet to experiment with us. Plagues. World events. City attacks. Things like in e beta weekends events, I want those. Long term doesn't work. It is amount of variety. 

http://www.merriam-webster.com/dictionary/innovation

  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

9/24/12 4:25:57 PM#3
I would like
Rankings for spvp or a special ranked mode
Some sort of darkness falls type thing for WvW
Random invasions of the cities by the dragons
  Zeppelin5083

Novice Member

Joined: 6/08/10
Posts: 413

“Death is so terribly final, while life is full of possibilities.”

9/24/12 4:26:08 PM#4
Originally posted by Crusix221
In my opinion, I think what will end up making or breaking GW2 in the long run will be the open-worldness of the content added. This game really needs to look at things like player housing, mounts, even maybe adding bodies of water with ships. A-Net is not limited by the mechanics they put in place which doesn't make open world elements impossible. Dynamic events need to feel more like they are part of a world you have stake in. Image your ship, land, or house being subject to a bandit raid instead of a random NPCs?

http://wiki.guildwars2.com/wiki/Home_instance

"Dedicated player housing will not be in Guild Wars 2 at launch but is planned for a later update."

Mounts are not needed, this has been repeatedly discussed. With as many waypoints that they have and the ability to instantly travel when someone links a waypoint in chat that is close to an event, there is absolutely no need.

I do like the idea that dynamic events need to have more of a take in the world. I think if centaurs take over a fort, they get more troops in there and work on taking over a second, third, etc. If they take over a full map then they move on to another one, all the way up to a seige of Divinity's Reach, thus putting nearly every human player at stake of being able to use the city. May be a bit much to incorporate though...

If my house is subject to bandit raids then I would need guards around it. Not sure the point of buying a house if you have to be there all the time to defend it. Kind of takes out the exploring option.

  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

9/24/12 4:28:03 PM#5
Oh and a water based WvW map with ships instead of keeps. Intact mix up WvW more, so say if its a heavy queue server group have 5 or 6 maps instead of 4. And have some alternate border maps.
  fiontar

Novice Member

Joined: 4/07/04
Posts: 3726

9/24/12 4:29:13 PM#6

They need to get all Dynamic Events working. Not only are the broken events dragging down the game, but DEs are supposed to be a plentiful and ongoing form of free content and if they can't get the current DEs working, I have doubts about their free content plans.

Yes, we need more activities. There were supposed to be a dozen or so at launch. Instead, we got one and last I checked it was buggy.

Apparently, the problem isn't on the creative side. The designers seem to have the right ideas on what sort of content the game needs on an ongoing basis. The problem seems to be that they don't have enough talented programmers to fix the remaining issues and impliment all the planned content. So, I guess expanding their programming staff and becoming more productive on that front will be more of a make or break element than lack of creativity.

I'm going to guess that they are working on a big patch with a lot of fixes, but I'd prefer to see many small patches through out the day/week/month. Thay can push patches with almost no server down time, they should do it. The apparent lack of progress fixing a lot of the broken DEs is maddening. It would be better to fix a few each day, with patch notes, than try to fix most/all of them in some mega-patch that might screw other things up.

Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated

  KingJiggly

Novice Member

Joined: 8/03/11
Posts: 807

Definition for innovation is below. Your welcome.

9/24/12 6:57:57 PM#7
Originally posted by ShakyMo
Oh and a water based WvW map with ships instead of keeps. Intact mix up WvW more, so say if its a heavy queue server group have 5 or 6 maps instead of 4. And have some alternate border maps.

Wvwvw needs much more environments period. I hate snow. That is why I won't play norn. It's just so empty and lifeless. Where are the jungles? Swamps? Cities? I would rather have each zone completely different than the same. It's still fun though... Just erks me how they are all so similar.

http://www.merriam-webster.com/dictionary/innovation

  fiontar

Novice Member

Joined: 4/07/04
Posts: 3726

9/24/12 7:20:59 PM#8
Originally posted by KingJiggly
Originally posted by ShakyMo
Oh and a water based WvW map with ships instead of keeps. Intact mix up WvW more, so say if its a heavy queue server group have 5 or 6 maps instead of 4. And have some alternate border maps.

Wvwvw needs much more environments period. I hate snow. That is why I won't play norn. It's just so empty and lifeless. Where are the jungles? Swamps? Cities? I would rather have each zone completely different than the same. It's still fun though... Just erks me how they are all so similar.

They have talked about the possibility of adding two more borderlands maps to make each unique, sometime in the future. I hope they do. They would need to make them different enough in flavor to be worthwhile, but all three borderlands would have to be perfectly matched. Another option would be to have another borderlands design, with all three for each match up being the same, but the map variant alternating from one match period to the next, for some variety.

Sadly, I have a feeling something that grand, either option, would likely have to wait for a full expansion.

back to the general topic of the thread, I did see some hint from Arenanet some where that fairly soon they will be announcing some of their plans for future content, free and I'd assume paid.

Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated

  KingJiggly

Novice Member

Joined: 8/03/11
Posts: 807

Definition for innovation is below. Your welcome.

9/24/12 7:42:40 PM#9
Originally posted by fiontar
Originally posted by KingJiggly
Originally posted by ShakyMo
Oh and a water based WvW map with ships instead of keeps. Intact mix up WvW more, so say if its a heavy queue server group have 5 or 6 maps instead of 4. And have some alternate border maps.

Wvwvw needs much more environments period. I hate snow. That is why I won't play norn. It's just so empty and lifeless. Where are the jungles? Swamps? Cities? I would rather have each zone completely different than the same. It's still fun though... Just erks me how they are all so similar.

They have talked about the possibility of adding two more borderlands maps to make each unique, sometime in the future. I hope they do. They would need to make them different enough in flavor to be worthwhile, but all three borderlands would have to be perfectly matched. Another option would be to have another borderlands design, with all three for each match up being the same, but the map variant alternating from one match period to the next, for some variety.

Sadly, I have a feeling something that grand, either option, would likely have to wait for a full expansion.

back to the general topic of the thread, I did see some hint from Arenanet some where that fairly soon they will be announcing some of their plans for future content, free and I'd assume paid.

Why do borderland have to match? A unique way is to have the world itself choose what map they want by voting prior to each two week fight, so if two worlds end up the same, good for them. A list of 5 borderlands should work... One should be what they have now, one jungle, one mountainous, one a giant city, one plains, one forest, one swamp, one archipelago, and the final random. That would be much more fun IMO.

http://www.merriam-webster.com/dictionary/innovation

  Terrorizor

Apprentice Member

Joined: 3/15/12
Posts: 337

9/24/12 8:02:46 PM#10
better fatalities, sexier armors, new map areas, new mobs, and larger sequenced DE's with increased difficulty levels.
  KingJiggly

Novice Member

Joined: 8/03/11
Posts: 807

Definition for innovation is below. Your welcome.

9/24/12 9:12:15 PM#11
Originally posted by Terrorizor
better fatalities, sexier armors, new map areas, new mobs, and larger sequenced DE's with increased difficulty levels.

And minigames. And Better wvwvw maps. :D

http://www.merriam-webster.com/dictionary/innovation

  Purutzil

Hard Core Member

Joined: 10/02/11
Posts: 2956

The Critical Hit Pretzel!

9/24/12 9:36:25 PM#12

A lot of stuff really but to focus on their emphasis on PvP theres a few things that need to be satisfied for at least that small portion to be satisfied.

1.) Rankings: This needs to be in place to really give inscentive to play. People want to compete but if your competing against thin air, what is the point?

2.) Guild Vs Guild: You know a game called guild wars... lacking you know... guilds at war with each other? WvW seems like it was attempting this with forts, but truthfully its just zerg verse zerg. Theres very little value in holding forts and its just going to end up a zerg fest wherever this might happen. Something for dedicated guild action would be great.

3.) WvW more balanced: Basically... WvW needs to be something that isn't so one sided. The issue tends to come with servers having the advantage of time for average players. This means those servers cash in on the wvw being reset and just stomp during the night while other servers are low population. This makes a huge disadvantage and keeps the others servers from doing much as it relies on capturing stuff and with zergs practically a nessesity in breaking down walls, this means its very easy to defendin these cases on those servers for what they took and easily capture back anything of significance that might of been taken.

 

I'd mention the PvE aspect but it would be a very long list for one, and two they did pretty much push that pvp was their focus and despite their desire to claim some makebelieve of what their game is, I feel the need to hold back anyways and just pretend I didn't hear it. Sure other companies might not flaunt themselves off in the degree they tried to in claiming it was different, but they still do it so I'll just hold back punches and just leave it to my PvP quirks since they want pvp the main focus.

  KingJiggly

Novice Member

Joined: 8/03/11
Posts: 807

Definition for innovation is below. Your welcome.

9/24/12 10:12:11 PM#13
Originally posted by Purutzil

A lot of stuff really but to focus on their emphasis on PvP theres a few things that need to be satisfied for at least that small portion to be satisfied.

1.) Rankings: This needs to be in place to really give inscentive to play. People want to compete but if your competing against thin air, what is the point?

2.) Guild Vs Guild: You know a game called guild wars... lacking you know... guilds at war with each other? WvW seems like it was attempting this with forts, but truthfully its just zerg verse zerg. Theres very little value in holding forts and its just going to end up a zerg fest wherever this might happen. Something for dedicated guild action would be great.

3.) WvW more balanced: Basically... WvW needs to be something that isn't so one sided. The issue tends to come with servers having the advantage of time for average players. This means those servers cash in on the wvw being reset and just stomp during the night while other servers are low population. This makes a huge disadvantage and keeps the others servers from doing much as it relies on capturing stuff and with zergs practically a nessesity in breaking down walls, this means its very easy to defendin these cases on those servers for what they took and easily capture back anything of significance that might of been taken.

 

I'd mention the PvE aspect but it would be a very long list for one, and two they did pretty much push that pvp was their focus and despite their desire to claim some makebelieve of what their game is, I feel the need to hold back anyways and just pretend I didn't hear it. Sure other companies might not flaunt themselves off in the degree they tried to in claiming it was different, but they still do it so I'll just hold back punches and just leave it to my lePvP quirks since they want pvp the main focus.

Wvwvw will. E fixed as they settle down. It will definantly be a few weeks, if nit months to fully fix this issue. Exp in wvwvw needs to be higher, as it does IMO need to be in pve. Just a little patience will make all the difference. I completely agree with wvwvw needs to be more guild influenced. I want guild to rule wvwvw. I myself am not in one, and prefer solo, however I want to be able to help in a huge alliance or something. This can be done by making rewards more important to alliances. Making the capture of the castle more dramatic. Have npcs talk about the alliance who controls the stone mist castle at that time. Fireworks to spell out the alliances name at night. All these simple shows will create huge alliance pride. I don't care about my world, I don't even remember its name half the time. I do remember people though. I remember alliances. I remember those that help me. This alone is what should drive wvwvw. Not some weird I am part of blah blah server. I am part of a group of people who did THIS. 

http://www.merriam-webster.com/dictionary/innovation

  Tokken

Hard Core Member

Joined: 3/06/04
Posts: 1089

"I'm your Huckleberry!"

9/24/12 10:16:51 PM#14
Expansion Needs: mounts, better dungeon system, new areas, new race, new class.... higher level area. Mini puzzles... jumping puzzles.

Games I played that actually were meaningful to me: UO, EQ, EQ2, Daoc, CoH, Vanguard, Lotro, SWTOR, WOW... looking forward to Pantheon: Rise of the Fallen!

  KingJiggly

Novice Member

Joined: 8/03/11
Posts: 807

Definition for innovation is below. Your welcome.

9/24/12 10:18:10 PM#15
Originally posted by Tokken
Needs: mounts, better dungeon system, new areas, new race, new class.... higher level area.

So...an expansion ?

http://www.merriam-webster.com/dictionary/innovation

  Tokken

Hard Core Member

Joined: 3/06/04
Posts: 1089

"I'm your Huckleberry!"

9/24/12 10:20:11 PM#16

Mounts are not needed, this has been repeatedly discussed. With as many waypoints that they have and the ability to instantly travel when someone links a waypoint in chat that is close to an event, there is absolutely no need.

I would rather pay for a mount once then constantly paying to travel the waypoint system! Far as I'm concerned, they can take out many of those waypoints and put in mounts. Gives the area a bigger, more open world feel to it.

Games I played that actually were meaningful to me: UO, EQ, EQ2, Daoc, CoH, Vanguard, Lotro, SWTOR, WOW... looking forward to Pantheon: Rise of the Fallen!

  Geeves

Novice Member

Joined: 5/19/09
Posts: 148

MUNDO!!

9/24/12 10:24:31 PM#17

It seems like every game on this site will be "made or broken" by things like open world content, player housing and ship building, the lack of which hasn't bothered the most successful games in the genre.

What MMORPG posters want isn't what will make or break this game.

MUNDO!!