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Zahld.4956

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Everything posted by Zahld.4956

  1. Read me. More content and stuff. No replies needed. Weekly, bi-weekly or monthly ranked wvw tournaments that guilds can enroll in. Matches could be made in the style of soccer, football, baseball and any other sport matching and eliminating system preferred. A rotation of matching and eliminating systems could mix things up a bit. An event where players are separated into groups that progress through the event in large mount vessels. These vessels may need to be captured or obtained through some sort of way. These vessels have their own weapons systems, obstacle and enemy detectors and other equipment. These equipment may need operators throughout the event. Enemies may also try to board the vessels and try to capture players or the whole vessel. Vessels could also be slowed downed by enemies or enemy vessels These vessels can also take damage and may need to be repaired at different parts of it. Players will need to try to protect these vessels from the incoming damage. Groups may try to capture enemy vessels and board them to use them instead or if their current vessel is low on health. These vessels may run low on fuel or lose fuel reserves and need to acquire new sources of fuel and also manually refuel the vessel. Ammunition may run low also and may need transporting and reloading individual pieces at a time. Have two material costs recipes for legendaries. One for a full legendary and one just for the skin. To use the skin you must have a full legendary of the type. This will keep all legendaries relevant for players with existing legendaries who are interested in other versions of a legendary but do not want to repeat the whole grind necessary to just obtain the skin of the particular legendary while not gaining much else. Having multiple recipes for a legendary or legendary skin with could help diversify player population in different maps throughout the game by tying the materials of each recipe to one expansion and having multiple expansion recipes per legendary. And example of this would be like this: legendary back piece item recipes available - core game recipe, expansion 1 recipe, expansion 2 recipe... One easy to get item related to where the legendary was introduced could be in each recipe to tie it to that place. Have more settings in graphics post-processing like bloom effect settings control. Wvw, give defensive siege weapons like cannons further range but decrease accuracy and damage the further the shot. Make stories scale to squad groups so squads can play together in a story instance. Have expansion stories built for up to 50 players. Have direct wiki links in-game since the wiki is so tied to the game. New mounts, shooter type combat mounts. Mechanical and robotic types. Air, land and water. Similar pve enemies too. Robotic type mounts may have other functions like industrial mining extractions, obstacle demolition, explosive munitions deployment, pickup enemies and move them around, etc. Can be played in third and first person perspective. Uses a reticle targeting system. May have magnification scope. Weapons systems may be a number of things from guns, lasers, rockets, bombs etc. Add a few to start and fill out as needed. Character customization for mounts like player customization. Give the commander an option to move the whole squad to a new map when changing maps. Pve, have enemies that can combine together to form different enemies. Different combinations and quantities will produce different results. Other enemies may split in small and varying amounts or in half to produce other things. Some enemies may work in conjunction with one or more other enemies to do other things. Some enemies may stay in small groups while others in large groups. Some may gain bonuses while being near one type of enemy while gaining debuffs with another. Players can use this to their advantage while contending to them. Aerial maps, lots of aerial enemies. Pve rifts, after a rift is closed, open a new rift that players can activate to teleport to a new area where another rift will open. Pve events, have NPCs help guide and direct different mechanics in the event. Communicator device, have a communicator device that opens a graphical interface on the left or right side of the screen that is similar to a cell phone interface. The interface would have things like a contact app, voice mail, calling app, text message app, navigation map app, camera app, photo app, note app, e-mail app, alarm app, social media app, music player app, calendar app, news app, etc. Alliances, have alliances be a way for guilds to communicate with other guilds to coordinate content organization planning. Have alliance communication channels where players can post content posts similar to LFG with a listed designated content that other players can select to opt into. Content can be wvw, pvp or pve specific. These posts can be listed with time, date, guild limit, player limit if applicable, content specified, start and end time/date option, listing expiration time, slot limit etc. Permissions for listing changes could be given to other players also. A listing can have a window of availability time before finalization is set. User permissions and requirements could be listed or required for listings. Alliance listings could have its own gui pane. Listing shortcuts could be pasted into alliance chat to create an easy announcement. An announcement will be automatically announced in guild chat channels of participating guilds once the start of listings' event begins. Listing announcements can be made by creator and players with permission throughout the shelf life of the listing to provide any necessary updates to the event.
  2. No replies necessary. Enjoy your reading. Have a basic 10 person commander tag with a lower price cost that can be upgraded so the entry to having a tag is not so steep. Have an checkbox option to auto relist LFG when party/group is not full. Have a dps/healing/boon/condi gauge for players in groups in game so players can easily see what the levels are and they can adjust as needed for content. Make pvp 3v3 player maps larger so it is not so congested. Pvp, be able to continue matches with a matched teams for at least a few matches. Pvp, lower wait times before matches start to reduce overall match time lengths. A checkbox could be available for each player to add 5-10 seconds of wait time per player if more time is needed with a max limit of added time. Only one wait time window is needed. Have an easy mode for raids/strike-missions etc that have timers and location indicators for the important mechanics of each raid/strike. Have a completion tracker UI for raids/strike-missions/fractals/dungeons/pvp/wvw etc for completed dailies and weekly achievements to help players easily keep track of their progress. Have a in-game notepad that has many auto-saved pages that any player can easily display and share with other players in groups and can easily be copied and pasted for things like discord info or web links or anything players may need. Have one unique profession skill slot for each mount that player characters can use while mounted. This skill could be used to assist/buff other mounts or add and extra combat skill while mounted. A map that expands outwards without a loading screen with updates. The also expands downwards and upwards also with layers of maps; those may need loading screen. New layers may start small in different locations and expand with time. Be able to join or add a party to a squad. Add a quick button bar in the main game screen that can be associated with with any action to help reduce hotkeys needed to perform actions. A full map zoom out and a quadrant area zoom out. New ways to get specific materials like trophies, currencies and other needed things. Instead of completing events for chests or defeating things for drops players could do mini activities kind of like fishing. Cooking mini activities could get certain foods. Hunting activities could get certain trophies and materials. New mining techniques could yield specific or new minerals in certain places. Refining materials could create specific materials when done in certain ways like to make paper or to make fire wood instead. Each acquisition method would have a specific mechanic and gameplay of it's own like fishing does. These would be like enhanced and more involved ways of some existing things and some news perhaps. Jade bots could used in the same way too with some mini-game type of activity too. A new universal type elite specialization that can be used by all professions. This elite spec. can be gained through the mastery system so only one character needs to unlock it. This elite spec can help bring skills or abilities that professions are lacking. Map condition quality level. 5 levels. Levels -2, -1, 0, 1, 2. Negative levels are more difficult with less resources available. Positive levels are the opposite. Wvw, have continental map areas with key battle areas like fields, cities, forts, castles, bases etc that can be claimed and ruled by alliances abd guilds within that alliance. Each continent can have countries within that continent that may come under rule of an alliance and sub ruling of guilds. Taxes or other resources could be benefited from conquering different territories by guilds. Alliance could gain smaller benefits as a whole from having more lands. A system of gameplay gains could be made from this. Map could be reused for different cities and areas to accommodate a large map area. The length of time a game could run for could last for a course of a year before it is reset. Limits on claimable land could be placed on alliances and or guilds per day and or per week to help set a pace for balance of gameplay. Expansion of territory could be limited to adjacent lands to provide more of a strategic gameplay based on positions of each tile type of claimable land area. Much more can be expanded from this. A combat block ability for all professions. It's similar to dodging with it's own blocking stamina gauge. This ability blocks damage in the front 180 degree angle area of the player. There can be three types of blocks to choose from of which one can be slotted before combat. The first block could block an area covering 90 degrees in front of the player blocking 100% damage, the second could block 180 degrees and less damage blocked and a third block could block 360 degrees with less damage blocked. Blocks would be only active while the block key is being pressed. Movement may be slowed while blocking. Blocks when not moving could improve the block in some possible way. A block option could prevent movement while blocking. More block types could be added as needed. This ability would add more parrying gameplay to the game. A robotic/cyborg race. Dragon race? A mount based content expansion. Legendary profession slot. Allows a character to change to another profession. A skill that creates an icy platform underneath a target that recharges all of the targets skills for a few seconds from loss of control and if the target moves or is moving, the target will slip and fall down and receive fall damage. A knock back attack that causes target to roll back with a further knock back than usual. Fishing. Be able to catch and release the catch. Have rewards for rare, egg bearing, endangered species. Have meta events and smaller instanced content that can be easily completed for basic rewards but have mechanics and objectives that are added during the course to improve rewards and to change the path or chain of the event. An event can branch to a simple tree of events or split to either of two major events that have different rewards and outcomes. LFG - be able to mark or save favorite listings in a personal favorites group for easier, faster and less repetitive searches. Material gathering gameplay - improved, easy to do, not feeling repetitive, fun to do, bonus reward for skillful completion. When gathering or harvest materials, the material area enlarges the material (a new small rectangle or pane may appear instead) and multiple amounts of the material appear and players can choose which one to start to try to gather from. Some animation may be added. Players would repeatedly click on each piece or item to try to obtain it. Depending on the material, appropriate graphic or animation would suit the material. After acquiring the materials, a sorting and selection gameplay may insue to improve the yield number and quantity of quality yields from the harvest. Elite specializations - fill out more trait lines, utility skills and elite skills. Infusions and other graphical modifications - be able to disable any effects to reduce graphics clutter. Weapon skills mastery - be able to use a second skillset per weapon. Have one two-handed weapon skillset or two one-handed weapon skillsets available for each profession at each release. Mount skills mastery - additional sets of skills for mounts. Hud gui - increase size modification parameters and be able to move each item to any part of the screen. Turtle mount - have option to mount with multi-person mounting as default setting. Maps - a mixture of maps. Islands, cliffs, mountains, ravines, sink holes, caverns, trenches, tunnels, caves, rapid rivers, watefalls, canyons, swamps, deserts, tundras, lakes, oceans. An event that cantains a mixture of many types. Personal home instances - portable home instance portal scrolls that open portals that others cans join. Home instances that can support 100 player capacities where groups can teleport to to wait for events and other things. Homes of other players can be placed in this instance also in designated areas. Mount content - have content that is more proficiently completed with mounts but does not require it. Maps may have their own mounts and mount types with their own different skills or mechanics that bypass requirements of certain mounts with a slightly less proficiency. Balance patch cadence - 6 months large patch, next 1 month small patch, then 1 month small patch. Group compositions - have a group composition box area that displays the composition of the group and roles that are filled and unfilled that can be seen by players of the group. There will be a long list of different roles that the commander or lieutenant can choose from that can be placed in the composition box. The box can list from at least 6 roles or how many player feel is needed. The roles would have check boxes that players can check from to show that that role has been filled by that player. If that player is not in that group after choosing the role then the box shows a darked or lightened change to show a missing role by a person. The commander or lieutenant may have permissions control for filling specific roles. Group compositions can be saved for quick loading into content that is appropriate. Traits - more traits per trait lines and selectable minor traits. Specific skill, boons and condition modifying traits that may increase/decrease cast time, duration length, cool-down time, intensity, stack capacity, range, radius, combo field effect, combo field shape and size, initial effect, end effect, speed, number of players affected, effective range(s), which players are affected, etc. The material economy. More material sinks are needed. Have skins that can be crafted that use the unused materials in the game. More materials need a use. Have recipes like legendary ones but with simpler with more unused materials to reduce the bloat of the many materials in the economy. Make these recipes easy to get and show items required in-game. Make more things craftable. Make make lots variations of recipes to make many variations items that would in turn use more unused types materials. Color, rarity, quality, and other properties of the items could included in the variations. Some of these items could be used as is or combined with other items or variations to create new or better versions of items. Have machines or complex items that require a complex recipe of items. Make unused items that could be crafted into items that could be sold to vendors for raw gold as a simple material sink. Multiple skills for weapon skill 1 - add number order to each skill in the skill description to show that the skills have an order of action for an improved new player experience. First person camera height leveled at proper character head level. Mesmers transform into animals and other things. Elementalists use other elements. Warriors use weapons in different ways. Necromancers make more undead and use them in different ways. Rangers with expanded abilities of nature. Engineers produce more machinery. Thieves with enhanced stealth and thievery techniques. Guardians providing more defenses. Revenants drawing more strengths from their legendary heroes. Weapon skill modifiers. Daily/weekly map bonus activity rewards. Have an icon in the main gamescreen that opens a list of map bonus rewards icons that show the number of bonus activity rewards available and keeps track of how much has been completed. These rewards are easy things to do throughout the map. Rewards are completed through new special mini map activities that are added to the map. A list of 5-10 or more bonus rewards may be available randomly each day. These activities would add more content and easy bonuses for players to obtain. Be able assign icons to the sub groups and players in the squad ui within the ui. Have icons that would be useful in group content available. Icons tank, healer, dps, quickness, alac, boons, mushroom1, condi-dps, power-dps. Being able to use multiple combined icons can be useful for having multi-roles. This could be added to new features of any expansions. Add more icons as needed. Chat window - add emoticons. Modernize the chat. Chat features in phone text messages can be useful too like the like feature of messages.
  3. No replies needed but comment if you want. Have legendaries that takes a moderate amount of time and resources to obtain (half or less of current materials and time) but features of it are unlocked parts at a time so progression is not so steep and goals are more steady. Things like stat switching and rune/sigil/skin etc changing are unlocked in segments with materials and content completion in minimal increments at a time. Players can then get legendaries earlier and use it as they progress features of it. An encounter where enemies have multi-layers of health where when one layer is reached, a new mechanic is added that builds to rebuilds the lost layer of health with a segmented progression gauge and players would need to periodically counter that mechanic; otherwise if the gauge is filled, the health layer is partially filled and more punishing mechanics are added. Healing and protecting unique npcs and repairing things can be used as parts of some mechanics while CC and conditional damage can be used in other mechanics. Some mechanics can be done to buff players with certain buffs too. Group stealth and superspeed could be a buff that could be given during the encounter and is needed to complete portions of it. Group condition removal and healing may also be a skill or ability that is given to players and would be needed to be used also as a part of the encounter. If in a party and a player creates a commander tag, automatically move the party to the squad. Wvw, show a count down timer on each siege weapon before they self destruct without needing to mouse over the siege. Be able to resize Gui individually Wvw, when mousing over on capture points on the minimap, enlarge all items near it to make them easier see and click. Wvw, guild leader chooses a team and members representing the guild are in that team when representing that guild. Wvw, add an option for health bars that are displayed for all players on screen in the world. A stamina bar underneath with orange and red dots to represent boons and buffs on players could be useful too. Have more mouse cursors to choose from. Wvw, show a graphical arch pathway of a siege projectile so players can see if things may be obstructing to target. Have an option to make a sound when loot is picked up. Label the level number on xp bar "Level". Label deposit material button to make it more noticeable to newer players. Label the stamina bar. Have option to remove labels to reduce clutter for experienced players. Label party and squad icon to show what it is. Make "press F to loot" message more noticeable by flashing it or some other way. Make high contrast cursor more accurate and not obtrusive by not covering the tip of the pointer. Wvw, a larger wvw map with at least 10x more capture points. Has moderate neutralizing time and long capture time. Capture points turn white when neutralized until captured. Add a short distance dash ability like dodging? To increase standard movement abilities. It can have it's own stimina or share the stamina with dodging. Add an option to have a target bullseye or graphic to easily to which thing is being targeted. Wvw, add more rewards and things to get at capture points. Make selling materials in the bank easier. Mesmer shatter skill runs to target and execute on first usage and instant execute on second use. Wvw, show what server the player is playing on in the main screen so when a player records and streams a match video online, it is easier to identify what server the player is playing on. Display account name all the time in all game modes in large color bold with character name underneath in smaller white so players can see who is playing no matter their character. Makes it easier to recognize players when they change characters and is less confusing. Squad group, when clicking on a name of a person in the squad ui, pulse flash their location on the mini map to easily find them. Make legendary armor scale down for low level alt characters. Wvw, not require as many hours a week to get the final reward chest. Legendary item infuser. Turn items into legendary items that can be used by any character. A skill or effect that gives allies a special action skill that sinks them into the ground protecting them from physical damage and effects while healing and buffing them. A player is unable to move while sunk though. When used on enemies, the enemies enemies are sunked into the ground; they are also immobilized but they receive damage and gain conditions. Allies of the enemy nearby the sunked target gain fear and damage causing then to move away from the sunked target. Give a bonus for overlapping legendaries like back pieces, rings or amulets as a reward for attaining them. Maybe a pack of special shared inventory slots, boost base build template numbers or something of that sort or of some incentive to craft each. This would help improve the game economy and end game objectives. Be able to add weapons and accessories to mechs and mounts which add or changes skills. Have different skills that can be slotted for mounts with a limited trait system for them. Add all weapons to all professions. Tie elite specs to weapons afterwards or untie all elite specs to weaoons but give bonus or unique ability when using specific weapon or weapons. Add all armor weights to all professions with unique bonuses for each armor wieght used. Have one free full character change (name, appearance) for all characters after one year age of each one. Expansions to expansions and existing systems and content.
  4. Make a new map that supports 1,000+ players concurrently that runs efficiently, not graphically straining with so many players that may be in one location, responsive, networks efficiently, needs only medium powered modern computer to play with good frame rates...the game design, graphics and gameplay would need to change as necessary to meet these criteria. Make a new storyline every 6 months or year so new players are not lost and the story is refreshed for veteran players. Old characters can make cameos to spice things up. Make improvement to abilities that are unique to or originally from each profession or elite spec to differentiate themselves from other professions with similar or same abilities. Have events that make more use of skiffs and turtles. Add weapons and utility abilities to skiffs for passengers to use. Add secondary or tertiary abilities to turtles where only one can be made to be used at a time so more strategic gameplay is needed and optimal composition would improve gameplay. Increase guild limit to 10 for 10 year anniversary. Not monetized. Add events and games in major cities, maybe something like holiday events, that are permanent to give cities more purpose and liveliness, and also to attract more visitors hehe. Activities in the cities could be taxed to fund more activities in that city once a requirement has been met and for any other possible things that may attract more visitors. Add fishing skill to slow down the reciprocating bar and another skill to widen the moving follow bar in it. Have cool down and skill affect times as needed. Add fish attacks or skills to fish as needed too. Heal bar mechanic for allies. Each player has a heal bar somewhere on their screen that fills up when healing allies. When this bar fills up, a point is given to ally healing and the bar resets. This would help give credit to support players. There can be a bar for buffs given, debuffs removed, resurrections and any other support action. Points can be combined and added to a main support bar too. A dps bar can also be added to help player gauge their output damage also. Identify items in inventory as heart quest type items for easier inventory management. Identify others as needed also. Aoe skill that pulses a ring of effect that spread from a center circle and outwards. Have another one that starts from a larger ring that shrinks in size. A skill that creates a point with tethered ball that moves around the point. A line that tethers the ball causes some effect to allies and some to enemies. The center and ball can do other things too. Either can periodically do things too. Aoe effect circle that follows a player then stops after a length of time and then remains at a place and cause another effect. A skill that places a few medium or small objects located near each other that can block projectiles and enemies from passing through them to help impede enemies. These objects can have other mechanics where they combine together to create a larger barrier or move back or forth to push or pull enemies. Or they can explode or provide aoe buffs or debuffs. A skill that creates a tunnel that allows allies to travel underground for a short distance to another location to avoid visibility and damage. Skill usage would be reduced while players freely move between the ends of the tunnel. A skill that creates a hovering airship mount that can carry five players around for a short period of time to avoid damage. The airship would have it's own health pool to protect against limited damage. The ship would have forward firing gunshot attack usable by the pilot. One or more passengers would have and aoe ground target bomb or other attack. Other passengers would have defensive skills like shields, healing or stealth. A skill that creates an underground trench line that players can move into from the side of the trench to reduce damage and conditions from attacks in front and rear the trench. Wvw - population based strength and protection balance. Because server population affects balance so much at any given time, have 3 levels of map protection for each map based on the servers map population at that time. Each level lasts for one minute at a time. Have Population Levels 1, 2, 3 matching the ranges of each servers population. The higher the level the less protection. Level 1 is the lowest population range. At lowest level, players are buffed, deaths are less rewarded to servers at higher levels, capture points of that server are buffed the highest, things like capture rings take longer for higher level servers, npcs are stronger with more health, walls have higher health and a defiance bars and warn lower level servers when wall health reaches a certain level, captured points give players more and the strongest level of buffs, righteous indignation lasts the longest, extra defense npcs are given to each point, siege weapons have a 30% speed and damage debuff against it, defensive siege equipment of level 1 servers at each owned point cost less supply to build, builds faster; more defensive siege are spawned and automatically builds themselves. Defensive sieges at each controlled points attack faster and stronger and have higher health. More waypoints are given and emergency waypoints last longer. Supply levels are boosted for the duration of the level. Supply carriers are faster, more supply is given to each, more carriers are produced on each route. Seige traps are less effective against lower level servers. Siege range is the highest. Each population level is adjusted accordingly to their level and against population of other levels. Add gaming cards to have a table top type of gameplay. Enemy npcs that use mounts and can be dismounted. Have an event calender in the gw2 website. Upgrade the turtle mount to hold 5 players and skills for each player. Add control points to the open world with dolyaks and other supply carriers with mechanics like in wvw. Add siege gameplay. Add a rappelling grapple skill mastery available to core tyria players. This skill would help newer players vertically traverse maps easier when vertical mounts are not available. Make a gw2 manual to show new players how to play gw2. Wvw, have more control supply carriers and how many carriers are going to which control point. More upgrades to more and improved carriers and types of carriers with more defense for carriers. Carrier armor, speed, health, shielding, trap dropping, and defensive upgrades. Armed carrier defenses. Wvw, more impenetrable walls around SMC or moats to reduce entry points. Wvw, some mobile defense and offense units with heavy armor and artillery power. Some armored infantry carrier vehicles too. Wvw, trap detection units. Have a registered version of wvw and a non registered version to help reduce cheating from other server players with second accounts who try to sabotage opposing teams or spy for them or collude with another server. A competitive and less competitive version. One version would have normalized stats and another not like currently. Wvw, give good rewards to servers for winning skirmishes and achieving high scores each tick. A skill that has full range, aoe, speed, strength etc when used on full recharge cool down but can be used at different cool down times for reduced range, aoe, speed, strength etc in exchange for the reduced cool down time usage. 3 or 4 cool down levels could be okay. Have enemy target name and health bar brighten up and enlarged some for increased visibility. Wvw, add new quick load slots for siege blueprints, disablers and any or similar things. This can be a new skill bar set thats always on screen or full bar swap that swaps the weapon and slot skill bar with it, like weapon swapping. Also move siege blueprints and similar from inventory to the wallet or something like that. Wvw, be able to create autonomous defensive and offensive siege weapons. A boss encounter there the adds constantly retrieve weapons and other things for the boss to make it stronger and more difficult. Players can knock the retrieved things away temporarily to weaken the boss and make the encounter easier. The adds will also build defensive autonomous weapons and structuress to defend against players. The boss may retreat into protective rooms to retreat from players at certain times. Adds may make prisoner rooms to temporarily lock players in to separate them from parties. There may be destructible and creatible parts of the environment to help players impede adds and provide tactical advantages. Skill, ability or trait, an aoe detection pulse field that temporarily reveals stealth for a second on each pulse every 3 seconds. This does not remove stealth. Allies in field gain this field that stays on them with a smaller radius and shorter duration. A skill/ability to fear or cause targets to run uncontrollably to a location. This skill only affects minions, pets, mechs, illusions, or any other player created combat entities. Make ascended gear more useful once a player has more legendary gear. A skill that drops multiple weapons of different types for others to use. A skill that emits radial particles outward in a wave-like pattern to heal and give allies boon and then all the particles project directly towards and enemy to cause damage and knocks back on to the ground. A condition called Radiation Poisoning that causes burning, weakness, fumbling then bursts of damage. The other conditions would be contained as a sub condition of Radiation Poisoning that would be removed if the main condition is removed. A skill that creates aoe circle that reduces condition damage and duration by 50% while players are in the circle. All conditions applied within the circle are saved for a few seconds to be used by the player againsts enemies in a larger aoe circle that applies 150% damage and duration of original conditions. An aoe circle skill that creates up to 5 clones of players in the circle. When other allies with the same skill are within an area of each other the clone limit is reduced to a minimum of 2 clones. Each player with the same skill with the same skill nearby will reduce clone limit of others by 1. Alive clones will die to meet clone limit. The clones do little to no damage and serve to deceive enemies bolster target numbers. This skill can clone allies in addition to cloning the player. These clones have high health to mitigate applied damage and can be created when out of combat. Their lifespan before losing all health can last from 30-90 seconds. After initially using the skill, the player gains 3 skill to control movement of the clones. Skill 1 causes the clones to scatter and run away from a target location in a radial pattern. Skill 2 causes the clones to run towards a target location. Skill 3 causes clones to move to a target location or if out of combat, to follow a target ally. If no enemies are present, the clone will follow the player fairly closely. A skill that creates a clone of an enemy and uses their own skills against them. A skill that pulls projectiles towards a target. Be able to upgrade existing mounts to carry one or more other players. Wvw, be able to slowly move catapults and other siege equipment to new positions after they are built. Show guild name of players in squad gui. A commander ability to draw a custom line with an arrow at one end on the ground to direct squad movement. The line appears on the ground like markers but is a custom line that is drawn out by the commander. Multiple lines drawn quickly can be useful. Be able to text label a commander tag for others to see to identify your role and coordinate with other tags. In the quick build GUI next to the weapon skills show the current build being used in the main screen. Also move that GUI and the novelty selector away from all the other GUIs so they can't be accidentally clicked on when clicking the skills or mount/dismount activation buttons. Wvw, give more incentive to home borderland territory and ebg territory. Wvw, rank guilds based on average wvw scores of combined scores of that guild. Ranks are placed in tiers to match similar pools of rankings. Players choose their single wvw guild to play wvw with, with only one allowed per 3 or 6 months or year depending on how often is necessary. Guilds are ranked and placed on servers that match similar ranked guilds. Have an option to be able to see other squads on the map and mini-map. Each squad would have the colors of the commanders tag on the map and mini-map to deferentiate themselves. Squad UI, be able to mark the roles of players so the squad can see which players are playing which roles. Basic marks would be DPS, support, tank, healing, control, utility. Have the marks be assigned by the commander, lieutenant, and squad members as options selectable. An icon plus rewriteable text would be useful. A reward track that will guide you to areas that will get you the materials and things thing you need for a specific legendary or item. Home units that can be built, sold and traded. Have blueprints of different rarities. Blueprints have the basic layout but additions and modifications can be made without limit, beyond the map size. Also be able to save a blueprints of builds that can be bought sold and traded too with previews of the build to be shown. Have lots of single player sandbox areas where players can build out their own worlds. An Aoe time snapshot skill that places an aoe circle that takes a snapshot of time for things in that circle and reverts things back to that snapshot after a length of time. When enemies are reverted negative effects are added like increased skill cooldowns or health is reduced or debuffs are added. The opposite affects would happen if allies are reverted and are buffed instead. Position would also be reverted. Skill is similar to continuum split but can affect multiple people. An aoe circle skill that creates a copy of one or more other aoe skill that is targeted in that circle that the player can use themself. Buffs or increased strength can be added in addition to the added skill access. A reflective skill that reflects projectiles but splits the projectile into two or more other projectiles that have reduced damage or effect and can hit other enemies. Split projectiles have additional debuffs added to it also. A projectile skill that creates a projectile that splits into two or more projectiles and continuously combines and splits as it travels. While split it's damage is spread but reduced in strength but when combined, the opposite is true. This projectiles has piercing damage. Add squad features to parties like ready checking and markers. Be able to change the size of parts of UI independently of each other. Open world map queue. Group match making system for game content like dungeons, fractals, raids, open world metas. A player just chooses which content they want to play from a list and will automatically matched with other players who are doing the same. Have a queue so players can sort members and remove players if needed while a queue can save players into a waiting state. A unique group match squad could be created to be used for the group formation so players would not need to have person with a commander tag in the group.
  5. More things to look at. Other water resource catches besides fish like crabs, lobster, or your choice with corresponding catching tools. Open world missions and types - reconnaissance, rescue, explosives planting and defusion, search and destroy, target of interest extraction, object and person recovery, threat suppression, repair, perimeter security, heist, breeching, infiltration, Give each profession a unique abilitiy or advantage for one or possibly more boon or condition. This would help create more necessity and uniqueness for each profession. This could be for each base profession no matter which espec is being used. Have a guild announcement message thing that displays on all members screen when one is made. Has an option to disable or temporarily disable. An open world sand box area where players can transfer their guild hall builds of decorations and other build like racing arenas to for others to see and interact with outside of there guilds. Be able to use only two trait lines where one of the lines get double traits used. Three minor traits can be compensated else where... A skill or buff that protects buffs or debuffs against one removal action. Environmental enemies like trees, branches, flowers, rocks, grass, etc. Some may be stationary while others may have limited mobility. Some may be active only at certain times or have certain criterias. Have mount skin drops, outfit drops, unlimited gather tools, portal scrolls, chairs, toys, account upgrades.. Add a "use x amount" to unidentified gear to have an option to not open too many and overfill bags A quick skill bar build link copy button in order to paste it into the chat. Have it placed on main screen. Events where players must collect materials and parts through searching and gathering resources to build parts that can be combined to make different high powered weapons, defensive devices, protective structure like bunkers, enemy detections devices, energy sources, machine production facilities, technology upgrades, and anything that would be useful in the event. Things may also be needed to be moved into proper places. Roads may need to be cleared and made to create a path. Exclude unidentified gear from salvage all selection. Give incentive and motivational rewards for instanced content to promote consistent player retention of experienced player to help newer players. Give light weather buffs and debuffs to players. Pro titles. Requires certification. Shows experienced players for certain content. Get alliances out. Make it easy for guild and alliance members together to play in wvw and other content. In WvW have a map that is separated by large bodies of water. Different types of naval vessels would be available for different tasks like cargo ships, aircraft carriers, mount carriers, ship to ship combat, ship to air combat, ship to land combat. Naval vessels would have limited carrying and artillery capacities. Different vessels would have different movement speeds. Submarines and other submersible vessels would also be available. Marine vessels would have limited fuel capacities that could be refueled by other vessels. Different aircrafts would also be available with similar mechanics. This map would have a few different resources that would need to be collected manually by players. Resources could include things like, minerals and wood to build things with, raw fuels, etc. Some materials would also need to be refined to at certain refineries to become different materials. Resources are available throughout the map. Some resources are found underwater also. There would also be more specialized types of mounts that cannot be dismounted. A player would be committed to the mount until the mount is fully downed and the player respawns. A long term open world "wonder of the world" monument that can be built by players with materials collected by players. Timegates for parts of the monument can be okay. Players can use parts of the monument by interacting with it to gain buffs. The monument can give passive world buffs in addition to that. Upgrades to the monument can also give benefits. This monument can take anywhere from months to a year to build and fully upgrade. This monument is susceptible to npc attacks however, which can slowly and gradually degrade it and possibly destroy it. On the other hand players can repair it and build defenses around it to protect it to a certain degree. Opposing NPCs can also build monuments and do the same also. Move map award icon away from top right corner of mini-map. It is too easily touched and obstructs reward items that appear in that area. Make waypoints easier and quicker to select. Have an option at click point to select go to waypoint after clicking on waypoint. Another option would be to have a selectable option to one click a waypoint to go to it. Have a load balancing queue and matching system in wvw when players are trying to join a map. Limit the number of players that can join a map when a server team is out-numbered. Match servers with new servers when a sever team is out-numbered or when a server has reached max capacity. Add more traits for each trait line. Commiting to each trait line limits build diversity too much with only three traits in each group to choose from i each trait line. The usage and builds variation is very limited compared to modifications to build with utility skills alone. Each trait line pool of three traits is camparable to the pools of heal skills, utility skills, and elite skills. Having only three in each line pool seems too limiting to build diversity when choosing each line. Adding three new traits for each trait line every two to three months for each profession sounds like a good cadence. Each addition of new traits would give about 27 traits total. Getting four traits in each trait pool would take about 1 to a 1.5 years long. Adding two or three trait line updates (6 or 9 traits added per profression or more) per update could an option too if 3 traits at a time per profression is too slow. Traits - combining all trait lines may increase trait and balance complexity but may simplify having to group traits in general. Maybe just having less limits on which traits could be selected may be needed instead of uncategorizing each line. So instead of groups of groups of pools of traits to choose from, you would have 3 pools of traits to choose from to have 9 traits total. Gw1 had basically two pools of skills to choose from (7 skills from a pool and 1 elite skill from another pool), gw2 has multiple pools of skills and compartmentalized traits to choose from. Would decompartmentalizing traits improve the game overall? Email - when deleting email, instead of instant email deleting, send the mail to a mark for deletion box that gets deleted after a week, month or so as a accidental deletion safety net. This can be done for items in inventory too. Limit the number of servers a guild or alliance can play on based on the number of members. So all members of the same guild and alliance must play on the same servers. Their designated wvw guild will determine their wvw server. Be able to upgrade a current legendary weapon with another legendary skin without having to craft the whole new legendary. Have the cost and requirements be a third or less of the new one. An event or part in the game where all participants have one or multiple doppelgangers spawned to become different enemies of the fight. An event where multiple enclosed small nearby areas in different elevation levels are present. Other areas will spawn at random areas also. Some areas will also be non-enclosed also. There will be platforms that move in different directions, patterns and periodic cycles. Some platforms bay need to be moved to at certain times, some may be safe areas to go to. Each area will have portals to other areas to aid in relocation. Enlosed areas are visibly open so players can so other areas and react to events transpiring else where which may be required. Some platforms may move up an down while others horizontally and others to different platforms. There are also some large platforms that will tilt and slide players off or on to other places. Some platforms or areas may shrink and grow in size. Some may elongate and separate into multi platforms or areas. Tunnels may also form. There are 8 corner places of a box area and 2 central places. Some places have portals set on a timers. Usage of skiffs may be needed in a water area. Underwater movement and gameplay may be needed at times. A skill that creates an elevated platform with a portal for others to access it. Players can only board or leave platform through the portal. After a length of time the platform disappears and players will fall down from there. The platform is used mainly for elevation advantage and melee avoidances. Height and platform size may be a consideration. A skill that causes one or more targets to move in reverse motion of the direction used by target. If the affected target moves tries to move forward, they move backwards instead or side to the other side. A skill that causes one or more target to face the skill user for the duration of the skill. The affected target is unable to face the opposite direction. A similar skill would do the opposite. A skill that drain the targets' stamina. A skill that prevents dodging. A skill that has a target radius that reveals stealthed things for a length of time. A skill that increases the range of allies skill a small amount for a length of time. A skill that decrease the skill range of one or targets. A skill that reveals traps. A skill that disables traps. A skill that causes traps or wells to heal or buff allies. A skill that causes a group of allies to jump fairly high forwards or backwards at the same time. A movement-line skill where a directional line is drawn on the ground by a player and allies who activate that movement when in a radius range will quickly move in way that that line is drawn at their position of activation. Variations can be made of this skill too. A dispersal skill where a player creates a target radius area where allies who are in the area of the radius can trigger the skill to quickly move themself away from the center of the radius. A similar skill could pull allies to a radius instead. More variations of a teleportation skill. Monthly competitive pve contests for content like strike missions, raids, meta events etc with competitive awards like legendaries, infusions, mount skins, endless contracts etc. More impressive and unique pve and pvp rewards. Player housing like guild halls. Race outfit packs. Outfit packs. Outfit rewards. Customisable outfits. Be able to apply custom skins to outfits. Be able to apply armor skins, weapon skins, trinket effects, infusions, and other effects to outfits. Make wvw control points more difficult to contest and make it easier to see what is contesting a point. Explain what can contest a point. Maybe have multi-contest points that are required to contest a point. Wvw, have control points like stonemist castle where multi tiers of control points are required to be controlled to control the whole control point. Have larger colored circles for higher tier control points. Wvw, have a map where there are control points are around main control areas that have random spawns at each skirmish and also timed intervals where the controlled area gives buffs, resources, debuffs that might be included also, increased production of specific resources, in sort of a way like a 4x strategy game has tiles that produce random resources for each player. Wvw, have more strategic waypoints available or traversable areas to reduce walk time to get to more areas. Two-way linked portals, one-way linked portal, can add some strategy to maps. Commander tag linking that links chat and tag mechanics together. Tags can request to link to other tags to become a super blob group. A linkable tag can have lower player capacity if player capacity is a consideration. Wvw, have area of control border protection where a servers bordering area on the map can be upgraded to protected from attacks by means of selected tactics, border protection upgrades built, or other ways. This will help protect servers from having to fight multiple fronts when fighting two servers. More resources may be to apply this as a part of gameplay balance. This would increase strategy where servers or groups can funnel battles to through map control and border upgrading to increase their advantage. Wvw, have areas where only certain mounts are usable. Mastery, a group for fun abilities (emotes, musical instrument, haircuts, one mount skin, an outfit, an infusion.. Skill and weapon sound effect alteration. Be able to choose their sounds. More in-game instructional guides for what players should be doing during meta-events to ease the gameplay of casual and new players. Some screen text, highlighted, flashing things, more voice assistant, marked things.. Wvw, when a wall on a controlled point is down, show it on the map to controlling server on the map. Squad gui, be able to show more members in "party gui" interface. Limited gear check of other players' gear for fashion wars and expand if needed. Mount player-combat skill bar above mount 1-5 skills. This skill bar lets players perform player character actions while mounted. This bar could be 5-10 skills in capacity depending on design needs. This bar would have at least 1 attack skill, 1 heal skill, 1 utility skill, 1 elite skill and 1 profession skill. These skills can be mount dependent or not depending on design needs. A new additional mount trait line could be added to modify mount characteristics and mount player characteristics also. Squad GUI, show the color of the commander in the roster gui to help quickly and easily match with corresponding map tag color. Squads, be able to list the squad in LFG as a lieutenant. Stat changing gear without the cosmetics of legendaries that's easier to get than legendaries. Have a player rating for difficult instanced content like raids and strike missions, similar to pvp ratings. A skill or mastery that gives the player a backpack propulsion device that boosts the players elevation and allows them to hover and move around in a floating sort of manner for a certain limit of time. Gas fuel or battery level could be the source of power for this device. A helicopter mount mastery that summons a helicopter that can be mounted by multiple players like the skiff. This mount can fly around like a skyscale or to a similar effect.
  6. Replies to Donari👆 Some more suggestions that may have been missplaced and found later. 👇 Skill that tags one or more enemies and allows a pull or push at a chosen time on enemy if within range and activation time Be able to change camera view to things like pet, clones, turrets etc and control their actions and movement manually (cannot control your character as a result). Mount skills to call in other mounts to perform actions Mount object collision animation Have a easy and hard mode for instanced content like raids, fractals, strike missions etc. Aerial portals made with mounts. Show on mini map which commander tag belongs to your squad. Maybe highlighted or bold outline. Makes it easier to find when there multiple tags on. Squad UI. Make the name of the commander and yourself easier to find in the GUI. Have it in bold font may do this. Squads. Be able to have tags for sub group leaders. Reward levels for metas - have 3 reward levels for metas. One at 60%, 80% and 100% completion. New user experience Improve identification of each part of the GUI with more hints for more things and what each part of the game does. (Watching a video of a new gw2 player may be useful for this purpose) Be able to improve and expedite wvw rewards when higher effort gameplay is applied. Be able to complete personal story without level restrictions or lower requirements and give enough experience to continue to the end without having to gain experience else where. Have a assisted leveling type experience for crafting, open world, fractals, raids, strike missions, dungeons, pvp and wvw and anything that may need it. Have a legendary equipment tutorial.
  7. A long compiled list of possible things for next release. A rough draft No reply needed Have fun reading Has not been proof-read (things may not make sense, sorry) Male and female tonics that can combat for more creatures and races. Be able to add alternate characters into a main characters slot to be able to play that character in place of that main character. A mount pet or its assistant that has functional abilities. Multi layers of barriers with different mechanics for each barrier. Skill that gives you a small combat mount. Double concurrent profession mechanics at a cost of reduction in skill quantity. Double concurrent weapon skill bar. Double concurrent utility skill bar. Plague Condition that lasts for 5-10 seconds. Every second conditions are added and increased. At end of condition, high damage is given to player and others nearby. Plague condition and existing conditions is spread to others nearby. Conditions gained from other sources are multiplied during duration also. Invigorating boon, same as plague condition but with boons and a healing or otherwise effect at the end. Assistant AI creature with it's own set of skills. This creature is equipped when a mastery-elite-creature skill for it is equipped. Activating this mastery skill would switch the players' control and camera view to it while the players character becomes AI controlled. Deactivating would switch back. This creature would have unique abilities that would be needed for certain gameplay needs like limited proximity flying to enter a small obscure location to perform a task for instance. Another need may be to dig into a certain terrain to perform certain tasks. While controlling this creature, the player is given a set or many set of skills that may be switched like weapon skill sets. Each skill set is centered on an ability of the creature, be it flying, shooting, bombing, launching pull tethers, locating hidden things, ways to unstealth things, slow down things, speed up things, stealth things, buff and debuff things, placing mines, obtaining samples, becoming a mount... A player may take along more than one creature but only one can be used at a time and is cycled through to be active. While the creature is active and not directly controlled by the player, it behaves like a miniature pet with no interaction with the environment. While the creature deactivated, the player can also direct it to move to other locations to reposition it like Heroes in GW1. The player may also control its' deactivated skills like heroes from gw1 with a separate skill bar. While the creature is activated, the separate skill bar would change to the players current skills. An area of giants. An area of micros. Large slow mounts made for battle. Cannot traverse confined areas. Large slow powerful heavily armored marine and aerial flying vessels. Show how much damage conditions are doing near the condition icon. Mount companions. One mount with two others, one on each side moving alongside it. Companions have their own abilities. Event sustaining. An event begins with simple objectives and mechanics that are needed to complete. Once completed, the event will unlock new objectives and mechanics the next day. This will continue for as long as the event chain is extended for. If a part of the chain has failed on one day, it may revert back to the complexity and mechanics of the previous part. Many variations can be made of this chain where parts may extend to be completed over chains of hours or day before changing to the next part. Each part of the event chains of events could have their own length and sub segments too before continuing on to the next sub segment or main event chain. These main event chains may also split to unlock splits of concurrent chains available on other areas or map locations of the world. Some of these chains of events may require sustaining or completing previous chains repeatedly to further progress the chain. Some events may be repeated to create a credit buffer to reduce requirements for the subsequent events or to extend time or other limits associated with them. A chain may start with one line then split to two then those split to four total then combine back to two then finally one. Many variations of this can be made. Some events may have final events that can be repeated a few times for bonuses before the full event repeats. An event chain diagram may help players understand the event and their chains and pass/fail requirements, objectives, segments and anything else that they may need to understand to complete an event. Rewards may also be included in the help diagram. Add checkbox mode to inventory bag to select multiple items. Upgrade existing mounts to carry more than one person. Mount emote or action commands. Level 2 profession mechanics upgrade based on existing mechanics. In skill description, state who is affected by skill affect (might to self, might to others, etc). Be able to share a players current attribute stats with others easily. Legendary outfits and legendary template type outfits. Exhaustion condition that gradually reduces effectiveness of profession mechanics. Example: a professions mechanic that has an energy bar is reduced and darkened over time and is undarkened with time as condition wears off. An easy to use Graphical user interface for commander markers and any commander tools. Basic graphic mode of each skill effect in combat. Basic lines and graphics to help display more combat effects without cluttering up the screen. In wvw, remove titles of enemy players to decrease their visibility to enemy players. Wvw, add mounts as units that can built like siege weapons with health bars and a separate shield bar. Mounts would be reworked to become different types of combat units. Example: skyscale would not fly up and down freely but instead be a high hovering mount that is less hindered by terrain. There could be different versions of a mount to offer different combat mechanics like air-to-air only combat, air-to-ground only combat, mixed air and ground, buffing mainly mount, debuffing mount, anti-siege mount, healing mount, anti-material mount, anti-infantry mounts... Increase mobility of weapons like arrow carts and trebuchets etc. Be able to change the opacity of the gui. High hovering pve mounts. Airplane type mounts that can be connected in two, three, four and five ship configurations with different positions to be a different thing or mount type with new features and functions. Positions of each mount type would perform different functions. Ground mounts could be similar also. New configurations could be added later. Carrier type mounts or vehicles that can carry smaller attack units. Malfunction condition causes things to malfunction. Imprecision condition cause aiming direction offsets errors. Shrinking diameters condition causes skills with diameters to shrink. Opposite could be done for boons. Single line elite mount trait. Changeable. Mechanist mastery for all professions being unique for each. Show map population and capacity on each map Add many horn sounds to the skiff. Be able to seperate hero panel into multiple panes to compare things like story journal events and achievements. A reward track like WvWs' one for open world to get things like materials for legendaries. Squad lieutenants have unique tag pins of their own so that squads can more tag pins to follow when content or gameplay needs more follow in one squad. One pin should be available for each subgroup. The pins can be visible only to the squad or be show to be shown on map as being a part of a certain squads group. Mastery to change skills of weapons. Be able to change mouse pointer for easier visibility. Make a tome for the city portals. More core skills and traits. Be able to change colors of things in the game like player mini map market, mouse cursor, map text, etc to increase visibility. Meta heart event that completes multiple hearts Add more gameplay mechanics that requires 2-5 player parties to complete and mounts or other things to support that like vehicles or operations control consoles where different functions are spread among a few players to complete a specific task. Example: to progress an event, each lane needs at least one operator of a certain mount or vehicle and co-operators to perform different tasks on that unit. Multiple types of mountable units may be needed in each lane and changed as the event progresses. A message or event note may inform players of the needed units and tasks to complete. There may also be certain environmental stationary units that may require multi-user operation also to add additional mechanics (like a crane or platform operator, fire controller, shield controller, drone controller, buff and debuff controller,...). Make map hearts perform some useful map function. A wormhole skill that opens a wormhole at a target location that grows larger with time and transports enemies who fall into it to a distant location. Make 3 tiers of commander tags at 3 gold price points. 150g with 25 player capacity, 300g for 50 player capacity and 400g for 100 player capacity. Each tier can be upgraded for the cost difference. Each tier also has a different tag icon. A new container for newly added game items like jade bot modules, fishing bait, etc. These containers would be earned in-game with capacity limits increased through in-game completion of game content. Small expansions easier to get while larger expansions requiring more effort. Cash shop versions optional. A double gravity area where there is gravity on the ceiling area and on the floor. Even on the walls too. Can be all sides. Dailies level 1, 2, 3 and so on. Connect instanced content like raids, strike missions, fractals, dungeons etc to the end of open world metas. Difficulty levels could be chosen for different rewards and group skill levels. Chains of each instance type could be chained together to continue a play session. Chaining back to another open world meta could be an option too. Large groups could be given a window of time to subgroup to smaller groups to complete the smaller group instanced content. Auto chaining multiple open world metas could streamline playing metas where players would not have to regroup and find non-full maps. Add more progression save points to jumping puzzles. Add difficulty settings for jumping puzzles with variables like less progression save points, mechanics, time limit, enemies, damage level, etc and award accordingly. Improve new player experience by unlocking a full skill bar at start. An option to shows a radius circle that shows different radii lengths like a measurement device. Sort of like a measuring stick tool. This would help players gauge distances for different skills. Wvw, be able to repair siege weapons. After battle summary statistics - after a meta event show a statistic summary of information about the event. Include things like total damage, healing, boons, conditions, combo finishers, downs states, full down states, revivals, mechanics completion and incompletion, and other things applied and received. This would give groups have better feedback of how they performed and assist in showing weaknesses of the groups composition. This could be applied to wvw battle engagements also. Add raids and strike mission tutorial missions. A transformation wall portal skill that temporarily tranforms allies into buffed (booned) creatures with a few changed skills (2 weapon skills, 1 utility skill and 1 elite skill) when traveling through it; an opposite negative effect would happen to enemies that travel through it. A portal wall skill that can be freely traversed back and forth on both end points by simply traveling through them. A small fast and nimble two or three passenger mount with fast but fairly light powered combat weapon skills with a different utility skill for each passenger. Easier way to setup a specific group composition - be able to list specific group compositions in LFG with subgroup slots and role labels for each subgroups (example - sub1 dps (5 slots), sub2 support (4 slots), sub3 boss cc (3 slots). LFG would show which slots are filled and players would be able to select each sub to fill. When a slot is filled, the squads sub would automatically be filled. Having sub group ID labels would be needed for this. Have a self role label in squads tell help show others what your role is in the group. Example - be able to label yourself as Tank in a squad and that label shows next to your name or icon. A simple gear display option in squad when mousing over a players name/icon. After joining a squad a player has a checkbox option next to the name/icon to display gear to commander or all. This can apply to party groups too. Squad and party dailies that would give rewards for completing tasks in parties, while being a commander, while being a mentor. Squad sub groups. When in a sub group have an option to display the sub group number next to the player so that players can identify other members of the sub group easily when moving around. Add 10 player grouping option to mentor tags. Auto harvest home instance nodes. Commander ground symbols - add letters, numbers and icons (boss, stay, defend, attack etc) to the symbols that can be placed on the ground by commanders.
  8. Rough suggestions. No replies or comments needed. Bonded skills that increase size, strength etc when used close to others (shield, laser, smoke cover, pull, push etc). Limited window of initiating, duration, speed boosting, range... Appliable for small groups and usable for tactical play. 2, 3, 4, 5 or more group set limits. Skills can bond to each other. Double, triple and quad stacking abilities that build on each other. Visually customizable legendaries - effects, dye channels, auras, effect colors, aura color. Accessory skill items - ground turret, deployable physical ground cover, manually aimed weapons with specific uses. Accessory skill items used for specific game modes (pve, pvp, wvw). More core trait lines. More core skill groups. New features contest. Level 1, 2, 3 rewards. Voted and selected choices. Many in each level. Unlimited hairstyle change with weekly, daily and hourly timegates. Gw3 minigame (something like SAB) Tanks. Jumping puzzles the fight back with parts of it that have health bars. Counter skills that can remove other skills like fields or walls etc. Floating combo field symbols to help distinguish one from another. Rework combo field to have a more significant change to skills. Example: projectiles change graphic and split or combine etc. Rebuild wvw in a new map. Rebuild pvp in a new map. Open world adventure events that aren't about combat. Skill and trait groups. One target, multi target, interactive synergy, movement. Switchable custom main screen top left icons menu. In game event timer interface or quick wiki link. Quick wiki links in game. Give mounts a break bar. Give mounts advantages and disadvantages when on different terran. Fishing tackle box and catch box. Mechanic that turbo charges certain skills in weapon or utility skill bar. Heal skill that does lots of damage in exchange for less healing. Split skill that gives an option to choose between two skills. Skill that tags one or more enemies and allows a pull or push at a chosen time on enemy if within range and activation time. Swappable primary, secondary and tertiary user interfaces for main game screen. Be able to change camera view to things like pet, clones, turrets etc and control their actions and movement manually (cannot control your character as a result). Fishing mechanic that spawns special temporary mounts that is used in spawned mini games.
  9. Have ground targeting shatters for mesmers.
  10. Be able to assign different equipment templates to different build templates so when one build template is loaded, the assigned equipment will also load. This would save on having to manually load both each time a build is changed.
  11. Highlight the players own name or icon in the squad UI so he/she can easily see where they are in the squad group interface. It makes it easier to see what subgroup you may be in. Also highlight the commander to easily where he/she is. Highlighting sub group leaders would be useful too.
  12. In each equipment template tab add two more slots of space for each armor and weapon item. This would enhance each template to give alternate weapon and armor sets to alternate from in each template.
  13. Upgrades for skills of weapons. This mastery would upgrade the skills available for weapons. Upgrades could go a few different ways. One way could be new sets of skills for each weapon. Another way would be to have multiple selectable skills for each skill slot. Another would be a skill tree for each skill slot. Or a combination of each or all ways mentioned. Availability of upgrades could be released at a small chunk at a time build upon and gradually workout as necessary. An elite weapon skill could also be an option that adds some form of eliteness to it.
  14. Underneath the skills and health bar on the main game screen, add a build and equipment template bar on the left side and a mount bar on the right side. Make this bar partially translucent (make button borders not translucent) to reduce screen obstructions. Also add a collapse button nearby to collapse or un-collapse bar easily. This bar contains buttons for each build and equipment template and mount available for quick and easy access with just a click of a mouse button.
  15. If lieutenants were more useful with tags people would care more. Both tags and sub-group color would be useful. An on/off option seems a logical inclusion.
  16. Be able to label your squad so players can know what squad they are in or the purpose of the squad (for example).Have the label of the be clearly visible next to commander icon in all parts of the the game (mini-map, squad ui, lfg, where ever).
  17. Add a scratch paper note tool that can be shared to other group members and be saved to for later usage.The note would have text, drawing, stamping, color, copy-paste, sizing, bold fonts and other tools to use.This would be a general collaboration tool for groups to use and share info to others (planning, strategies, etc).Also have a share to all or selected players would help with distribution organization.Then add more options as needed.
  18. It's not easily see-able when zoomed out and searched around for quickly.
  19. Make map text more easy to see. The gold color is not very easily ledge-able. The color blends too easily with the background. There's too much eye strain to search for map locations.
  20. This trait pool can be used with any combination of other traits.This is the elite traits.This is sort of like the bonus number in a lottery ticket (number combination wise).
  21. A new trait line that cannot be deselected and is an additional trait line.This trait line would have only one or two activated traits at any time.This trait line would be a general trait line where other traits may not seem to fit any other trait line.This trait line would be easier for devs to increase the pool of (traits) because adding a trait would not cause too much of an imbalance compared to when adding a trait to any other trait line.There is not major or minor traits, just a pool of traits with one or two to be used at a time.
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