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First of all I want to make excuses for my English. English is not my native language.
Secondly, I understand that my suggestion can't be implemented in foreseeable future because it strikes game's program architecture and a game's conception. But while it's not realized thousands of players will abandon Guild Wars at the beginning of playing or in 1-3 months.
What for 'hardcore (in PvP sense) Guild Wars players' spend hundreds of hours in, for example, Heroes' Ascent? They want to get rank. But what will hardcore players do when they get rank twelve of thirteen? They will abandon or sell their Guild Wars accounts.
What for 'hardcore (in PvE sense) Guild Wars players' spend hundreds of hours in end-game dungeons? They want to get the best armor, weapon etc. But what will they do when they get it? They will abandon their accounts.
Yes, GW promotes choosing individual goal and achieving it. But the game is over when player achieves his goals.
There is NO LIFE in Guild Wars world. GW's community is only "GLF, LFG, WTS, WTB".
GW needs a 'permanent battery' that will keep up players' interest. The decision is simple, but it is beyond the game conception.
Guild Wars needs a Metagame, that will bring LIFE in GW's world.
I suggest creating "Uninstanced Continent". Common for all campaigns. With no instances and districts. Without any teleportation between towns. And seed the life there. Wars (not matches, but Wars, continuing 24/7), conflicts (not 'stfu, noob', but Conflicts), alliances (not just united chat, but Alliances) and Politics. And free PvP (not sport, but a way to solve conflicts, PvP filled with emotions) among hostile players/guilds/alliances/factions.
Players wish to express their temper, nature, disposition, not only PvP-skill and expensive armor. But there are no ways for this type of community in Guild Wars. But this type of community is a foregoing 'permanent battery'.
How to insert this Uninstanced Continent into a current game structure?
(players should be able to get this Continent only with their RolePlaying characters)
If player wants to get new skills for his RolePlaying character, this player can travel to one of the instanced continents, complete some quests there, earn required amount of skill points to buy skills or Signet Of Capture, hunt bosses to capture elite skills.
If player wants to renew or improve his armor or weapon, he can go to one of the instanced continents, farm required resources, craft armor, buy dyes, buy upgrades etc.
If player wants to earn some PvP-title, to get rank emote, player can travel to Battle Isles (by his RolePlaying or PvP Only Character) and compete in sporting PvP at Random Arenas, Team Arenas, Heroes' Ascent etc.
But when everything is done, or player wants to feel a life, to find some 'real' adventures or conflicts, he can travel to Uninstanced Continent.
(Character can be customized at every town of the continent, but this town won't be an instance. So players will customize their chatacters and form groups at the "territory of the towns")
Certainly, player should have some benefit of playing at uninstanced continent, but there will be no monsters, no quests (intanced continents shouldn't lose their relevance) - only in-game society and community, World War. Game developers can think out values, that would make players/guilds/alliances (on the one hand) wage war with other players and (on the other hand) cooperate with other players/guilds/alliances for months or even years (this War shouldn't become a free-for-all deathmatch).
There are many ways to make this continent popular and filled with players. One of the goal of this continent creation - it will throw together PvP's and PvE's values.
Death from PvP at Uninstanced Continent may cause something like lasting a long time death penalty. For example, this death penalty could be removed only by completing missions at instanced continents.
Life + War + Politics + Epos = "Permanent battery"
Best Regards,
CryptoGod
Comments
$OE lies list
http://www.rlmmo.com/viewtopic.php?t=424&start=0
"
And I don't want to hear anything about "I don't believe in vampires" because *I* don't believe in vampires, but I believe in my own two eyes, and what *I* saw is ******* vampires! "
Sheesh someone has played too much EVE...
But i think GW is good no matter the instances.
I've been playing for 14 months and still not losing interest
And Guild Wars isn't really rated as a MMORPG, more like a CORPG (competitive online role-playing game (i hate these name monsters))
Look at is this way. If some buthole starts harassing you in GWs you can block them and can fairly easily avoid them for the rest of your life. If you don't group with them they can't hurt you. However, in a MMO they could kill steal, body block, kite mobs, and do other things to make your game experience suck. Thus the game would need "fast" response CSRs around to ban people on the fly as oppose to the email system GWs currently uses. The cost of the and the increased bandwidth would make GWs unable to likely support itselft without recurring fees.
Even to myself I'm a genius
That is true, gestalt11 Maybe instead of an auction house they can just expand the system they have now. They already have a system in place for dyes, runes, and scrolls that adjusts the price of these items according to supply and demand. They pay way less for the items than they sell them for though I dont know why they want to do that. I guess they might want players to trade via chat, but sheesh, why would they want that? The players certainly dont want that. Anyways, they could expand these traders to cover Unique weapons and maybe gold weapons too and weapon mods for sure. I just think they really should lower the ratio between selling and buying. Maybe there just arent enough of these unique items for such a system to work, though.
I can understand that with an auctionhouse its important to have a posting fee to make sure people dont just repost their items over and over waiting for some sucker to pay way too much for it, but if you are working off of the system that guildwars already has in place, I dont see why the merchant (by merchant i mean dye traders, rune traders, ect) NPCs have to take such a large portion of the items cost.
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I was just reading about the LFG window they'll be adding to WoW in its expansion:
http://www.worldofwarcraft.com/burningcrusade/townhall/lookingforgroup.html
It sounds sorta like what I would like to see in GW, although I dont really see the point of having an LFG window if you cant label yourself as LFG for more than one mission/quest at a time. I mean, if you are only LFG for one quest, why dont you just sit around wherever the quest is given to find a group? Why would you need a LFG window?
But I know that a lot of WoW groups form in the main cities and all, so its good they are finding ways to prevent spam in the chat channels. That isnt really what I had in mind as far as purpose goes for a LFG interface in GW though. Sorta makes me sad to see another game add LFG window in. I think WoW will be the first to do it since SWG, right? I might be wrong, I think I might recall a LFG window in EQ2, but I only played it to level 18 or so so I cant really remember now, its been a while.
Play as your fav retro characters: cnd-online.net. My site: www.lysle.net. Blog: creatingaworld.blogspot.com.
I have to agree with something like that but you have games where you can do that. But i can't say i don't agree with you because this type of thing works good in other games and could be implemented in GW.
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