Feedback:User/Andan/Some Major Suggestions
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Some Major Suggestions | |
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User | Andan |
Categories | World Mechanics |
Weather[edit]
The game should include a fully dynamic weather system with a vast variety of effects upon the gameplay.
- Rivers should swell/dry up proportionate to the amount of rain that is falling in/near them.
- Prolonged rain should produce puddles and make soft ground muddy.
- Muddy/Swampy ground should reduce movement speed.
- Muddy/Swampy ground should affect Earth-based skills. So if I was trying to build a weaker wall. This wall will be strong against fire but not as strong against any other kinds of attack.
- The weather should effect skills and items in a very strong way.
- Trying to set a person or building on fire in the rain is far less likely to work.
- All fire based skills will be weaker if used in the rain.
- All water based skills will be stronger if used in the rain or by a watercourse.
- Fire-based skills will be stronger in a desert, near a volcano or among dry, flammable objects.
- A frozen environment will weaken fire based skills but enhance water and earth based skills.
- Different Character types and races will be effected in different ways by the weather.
- A Norn will have bonuses to movement in a frozen land because they have always lived in the frozen northern mountains but they will have large negatives in hot, dry places like deserts or volcanoes.
- A character from Elona will have bonuses in hot dry places because their home country is warmer but they will receive negatives in cold damp places such as the frozen north.
- Certain quests may only be available in certain weather conditions.
- For instance, if it has been raining heavily you may encounter a merchant caravan that is stuck in the mud and you must help free them but you wouldn't be able to do this if it wasn't muddy.
- Waterways should be effected by the tide if you are near enough to the coast.
- Certain areas should only be accessible under certain weather conditions.
- A small island in the loop of a river that can only be reached if it has been dry and hot enough for the water level to have dropped significantly.
Time and Date[edit]
- The game should include an internal clock dictating the time of day for all players. This clock is based in the server and will therefore be unchangeable by the actions of any of the players i the game.
- If a player always plays between 7 and 9pm GMT then he or she will always be playing during the same two hours of the game world exactly 1 day apart.
- If the days in Guild Wars two are not 24 hours long then this player will enter the game for a different two hour period each time he logs on at 7. This way no particular time zone or playing time will be better to play the game because where ever you are on Earth the game time will be offset by a continually changing amount. (15hour day in game with 10 hours awake, 5 hours asleep. Based on 2:1 ration of human sleep patterns)
- There should be a fully mobile sky with one Sun and two Moons.
- The Sun and Moons will be programmed as independent light sauces from which the game is illuminated. This means that the light will be different at different times of day or night.
- The two Moons must have different orbital periods and luminosities. This means that the light will always be coming from different places from one night to the next as the moons dance around and past each other.
- At night most characters will be asleep and the shops and towns closed up.
- Certain groups such as assassins and thieves who ply their trade at night will not be about in the day or will not be honest with you until nightfall.
Creatures[edit]
- There should be time, date and weather specific creatures in explorable areas.
- A Werewolf will only be out if one or both moons are full.
- A vampire will not be out during the day.
- Sentient plants will only be out in the day.
- A river scale will not leave the river unless it is raining.
- A fire elemental will not be out if it raining.
- A water elemental will only be found near to watercourses or in heavy rain.
- Most groups of people will not be traveling by night. etc...
No Limits[edit]
- There should be nearly no part of the map that cannot be accessed. Player love to be able to get to the tops of mountains and the bottoms of the oceans and rivers.
- Some of these areas may only be accessible under certain weather conditions. (See section on Weather).
- There should be no limit to the level of your character. If you want to spend years putting him or her up to level 1000 then why not? After all many parts of Guild Wars 1 are unobtainable to the casual player because the enemies are too many levels up on your level 20 limit...
- All skills should increase according to a formula thereby allowing for endless enhancements.
- The level of items found on enemies should be within a range of your own otherwise you will end up with loads of items that are completely useless to you after a few levels.
- Due to the increase in the variety and need for items stated in the Inventory Section enemies should drop a larger amount of loot for the players.
- For swimming see section on Character Abilities.
- You should be able to continually expand the number of inventory slots so as to carry as much as you want/need for a cost.
- There could be a Rune of Expansion that increases a backpacks capacity by ten, stackable.
- There could be a Bag of weightlessness that can have it's capacity expanded by twenty over and over again, for a cost of course.
Towns[edit]
- In Guild Wars 1 there is no inside. you can't go into a town and walk into the pub or visit a character's house or even go to the toilets.
- There should be a large number of explorable buildings in towns and villages and perhaps even some in explorable areas.
- These buildings may include Houses, Pubs, Restaurants Warehouses, Shops, Apothecaries, etc.
- The towns and cities need to be larger. In guild Wars 1 you may have a total of twenty buildings for a capital city that should host thousands of occupants. The cities need to be representative of their true size.
Pubs and Drunkenness[edit]
- Pubs should be large communal buildings in which you can buy drinks, meet other players and engage in general revelry.
- A bar crawl quest in which you must travel from one pub to the next through a chain of all the villages, towns and cities.
- You must stay with the group.
- Really high party limit for bar crawls.
- If you die you drop out of the group.
- Awards for each pub that you manage to visit.
- A bar crawl quest in which you must travel from one pub to the next through a chain of all the villages, towns and cities.
- When drunk all of your ability set is altered to a drunken parody of the original.
- For example, instead of creating an earthquake you create a wave of earth that knocks everyone over.
- Fast traveling while drunk has a 50% chance to send you to a random location.
Inventory[edit]
- There should be four distinctly different layers of clothing that can be altered in the inventory.
- Underwear: The idea of having underwear on a character for decency has been around for a very long time and I feel that this shouldn't be changed but the idea of having a standardized set of underwear for each character race and type is indescribably dull. As a player I would love the ability to buy and alter the underwear that my character has on. A touch of personalization that is perhaps a bit overly realistic but would make the game a bit more fun.
- Civilian/Under-Armour: In reality if a soldier went into battle wearing nothing but a steel breastplate and some skimpy nickers he or she would be very uncomfortable and a little under-dressed. The idea of the Civilian layer is that you will always be wearing some sort of non-military clothing below your amour, such as a cotton shirt and some leather breeches. When a character goes into town it will the civilian layer that is visible not the armour layer. These clothes may have some impact upon the armour that is being worn and vice versa. For instance, a padded shirt will make your armour more comfortable, reducing fatigue and increasing movement and attack speeds very slightly.
- Armour: This is where all the steel and dragonbone goes. the good old fashioned inventory screen of Guild Wars 1 with our chest piece and boots, helmets and shields. It's pretty self explanatory really.
- Overclothes: These clothes sit on the outside of your armour. They are what is visible when in a wilderness area but not in combat (as they would rather hinder a combatant). In this layer of clothing goes things like the Raincoat which reduces the negatives you get in heavy rain, or a winter coat that keeps you warm and comfortable in a frozen environment.
- Armour should have a fatigue rating that modifies the amount of stamina certain activities take up. The heavier the armour the greater the fatigue rating.
- Overclothes will have a large number of effect on a character, not all of which should are mentioned in the item descriptions.
- A wintercoat will remove most, if not all, of the negatives from a frozen environment but if you travel to the desert and keep it on it will steadily eat away your stamina/mana until you have non left. Once you run out of Stamina/Mana it will slowly eat away at your health till you die. This extra realism to items/clothing will go a long way to creating a truly dynamic world.
- A desert robe will remove soe of the negatives from traveling in a desert but will not have any effect in colder environments. In a frozen land it will make you too cold which would create a massive negative to health regeneration.
Items[edit]
- Item tires that state the approximate level and value of what you have found.
- You should be able purchase a barometer that can tell you the upcoming weather.
- The barometer is only accurate a certain percentage of the time. The more expensive and high quality the barometer the more accurate it will be.
- Surprises! We all love a good surprise now and then.
- Unique and highly valuable items that are randomly distributed throughout the game in Treasure Chest. Once a chest has been found at random the player takes the item and the chest is randomly relocated to any other part of the game for re- finding.
- Always ten treasure chests available to be found each containing a completely unique item of value. The reason for an item's value may vary incredibly.
- Some may be valuable as a novelty,
- Others may have really cool enchantments on them,
- And others may simply sell for an absolute fortune.
Mounts[edit]
- There should be a vast variety of mounts for a player to choose from.
- Horse: The traditional mount for the human peoples.
- Devourer: The powerful scorpion chosen as battle companions by the mighty Charr Warriors.
- Asuran Golems: These highly maneuverable machines can be crafted to fulfill almost any task that their owner desires but are expensive to alter and maintain.
- Sea Serpent: This giant sea snake can be ridden across the harshest of ocean storms quickly and safely to access remote islands and shipwrecks.
- Mounts are kept in the inventory as birthday presents art in Guild Wars 1.
- Mounts should have certain requirements and limitations.
- A Devourer needs ten strength to handle or for you to be a Charr.
- Mounts must provide the rider with a variety of bonuses and a different skill set.
- A Horse rider gains abilities such as Charge and Kick.
- Someone riding a Devourer may get Burrow (the ability to hide under the ground to ambush an enemy).
Character Abilities[edit]
- Characters should be able to jump. Jump is a function that is being taken out of more and more RPGs these days and yet the designers all claim to be trying to make it as realistic as possible. In reality nearly everyone, and every animal for that matter, can jump so why can't our characters?
- A character should be able to swim for a continual mana/stamina drain.
- Once the character has run out of stamina/mana they should sink to the bottom of where ever they are swimming and have to walk along the bottom with reduced movement speed..
- When swimming under water a character also has a breath bar that indicates how much breath they have left. When this runs out they start to take continual health damage until they can breath again or drown.
- No limit to the number of heroes that each player can have within a party.
- Heroes should have a tactics option that allows the player to dictate what skills are used by their heroes against which targets.
Awards[edit]
- There should be a much larger awards system including all kinds of random achievements. These awards should be shown through medals.
- Blooodless: Your character must have snuck past ten hostile vampires without being noticed.
- Knight: You have killed 100 enemies on horseback.