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		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Level_cap_issues&amp;diff=14952</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Level cap issues</title>
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		<updated>2009-07-18T23:56:42Z</updated>

		<summary type="html">&lt;p&gt;98.207.145.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- note to editors: Level cap refers to the max attainable level, not any interface issue --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A Cheap Approach ==&lt;br /&gt;
There would be no problem in raising the level cap if the experience points were given out at a higher rate. Say 4x, then the original cap of 20 would be still there in practice while players who feel the need of being high level would be level 80 as they wanted. &lt;br /&gt;
&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
* Some people buy games because of leveling.&lt;br /&gt;
* The core of Guild Wars and main promise will be saved&lt;br /&gt;
* Players who played Guild Wars because of the level cap won't leave.&lt;br /&gt;
&lt;br /&gt;
;Why this wouldn't work&lt;br /&gt;
* People may think that the leveling is made to easy.&lt;br /&gt;
* Newbies won't understand it and think that it's a long way to reach 80.&lt;br /&gt;
&lt;br /&gt;
==Max Level ==&lt;br /&gt;
The numerical value of the maximum level doesn't matter to gameplay, only the time it takes to reach it. However, many buyers don't get this and will compare max level between games. Therefore the level should be set based on the max level for the competition.&lt;br /&gt;
&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
* Extra sales, no effect on others.&lt;br /&gt;
&lt;br /&gt;
;Why this wouldn't work&lt;br /&gt;
* No proof sales are affected by size of the level cap.&lt;br /&gt;
&lt;br /&gt;
== Soft level cap ==&lt;br /&gt;
Another option that could be used to implement an &amp;quot;infinite level&amp;quot; system is through the use of a &amp;quot;soft cap&amp;quot;. In short terms, this would mean that power progress for characters is suddendly halted at a given level, and from that point the progress would be so small that the difference between a character level X and a character level X+9000 would not be overwhelming, while at the same time still existing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By example, if we were to take the current 20 levels system, characters from level 21 onwards could be given a increase of +1 health following a formula simmilar to &amp;lt;code&amp;gt; HP = SQRT(cur.lvl - lvl.cap)&amp;lt;/code&amp;gt;, which would mean the user would get:&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;Note: if progress is too fast, change the root to a more appropriate one, or make the function asymptotic&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
|Level||HP increase&lt;br /&gt;
|-&lt;br /&gt;
|21||+1&lt;br /&gt;
|-&lt;br /&gt;
|24||+2&lt;br /&gt;
|-&lt;br /&gt;
|29||+3&lt;br /&gt;
|-&lt;br /&gt;
|101||+9&lt;br /&gt;
|-&lt;br /&gt;
|9000||+95&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
* Ensures grinding is rewarded.&lt;br /&gt;
* This would stop people from quitting the game simply because they had maxed all their characters.&lt;br /&gt;
* This would add more replayability to the game since you could still gain levels from old missions.&lt;br /&gt;
* This way there would not be an hard-cap group of elitist's.&lt;br /&gt;
* For PvP, the bonus could be nullified, allowing PvP and PvE characters to stand on equal footing.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* Some players have issues with any kind of grinding in GW and may be detracted by the presence of it, especially when there is no limit to the bonus you can receive.&lt;br /&gt;
* May become the source of discrimination.&lt;br /&gt;
* this could imbalance the hole game, higher the lvl the more wepons and armor there must be wich isnt a good idea&lt;br /&gt;
&lt;br /&gt;
;Needs&lt;br /&gt;
* PVP equalizing. If it is allowed to carry over into PvP without any equalizing, only grinders would be able to PvP successfully.&lt;br /&gt;
&lt;br /&gt;
==Game Length Max Level==&lt;br /&gt;
I believe the level cap in GW2 should be based on how long the storyline missions take. &lt;br /&gt;
&lt;br /&gt;
In GW1, by the time you finished off the storyline missions, your character almost had to be level 20 due to experience gained from mission rewards and monster battles along the way. This felt like the perfect place to put the max level (You finished leveling when you finished the game.) Also, the way you leveled with the storyline made it feel like grind was almost nonexistent. This concept could carry over to GW2. If the story takes longer to complete, raise the level cap appropriately. When someone's character finishes GW2's storyline missions, make them near, or at their max level. To remove the feeling that a player isn't making progress once they do max out, you could have certain titles or items unlocked based on completing special tasks during some of the missions. For instance, say there's one mission where you have to defeat a certain amount of enemies. One of the special tasks could be to defeat all the enemies in 2 minutes. If the mission is completed in that two minutes, the player would unlock a certain title, or get a special item, or even both.  &lt;br /&gt;
&lt;br /&gt;
;Why this could work&lt;br /&gt;
&lt;br /&gt;
* It would draw in the casual crowd, as well as keep existing casuals playing&lt;br /&gt;
* It detracts from the stress and boredom of grinding to get hard cap level , and thus keep some players from quiting the game.&lt;br /&gt;
* It could exacerbate issues of players not being allowed to join parties/guilds until they reach a certain level, i.e. level discrimination.&lt;br /&gt;
&lt;br /&gt;
;Why this might not work&lt;br /&gt;
&lt;br /&gt;
* It wouldn't be as popular with hardcore gamers. &lt;br /&gt;
* Will be a sense of nothing to do once maxed.&lt;br /&gt;
* Special task prizes might be unimpressive if everyone can easily do special tasks, and may cause some people not to try for them.&lt;br /&gt;
* Any farming would mix up the whole system of gaining levels and experience.&lt;br /&gt;
* All new storylines from new expansions would have to be the exact same length as the first one.&lt;br /&gt;
* This would minimize the replayability of the game.&lt;br /&gt;
&lt;br /&gt;
== No character levels ==&lt;br /&gt;
Character levels in other MMOGs have led inevitably to &amp;quot;power-creep&amp;quot;, making low level content obsolete. Even if GW1 managed to avoid most of these problems by stablishing a low level cap, the problem is still present when talking about low level itemization and skill tables to some extent.&lt;br /&gt;
&lt;br /&gt;
As ArenaNet expressed some time ago, having no level on characters is a posibility that has to be considerated when talking about GW2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Prestiege Armor &amp;amp; Weapons&lt;br /&gt;
&lt;br /&gt;
If no character levels were created the developers could simply focus on creating new and unique armor, weapons, and other items available to characters who complete difficult tasks. That way players would have some goal to work towards, and they developers wouldn't have to create a leveling system that dictates how powerful a character is. The power of the character would simply be determined by how powerful the armor or weapons they have. This would also allow the developers to constantly create new amor sets and weapons, instead of working on new chain quests for players to grind through while they try and level their characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Why this could work&lt;br /&gt;
* Would make GW2 a game that is really &amp;quot;different&amp;quot; from other MMOGs by eliminating once and for all the mechanic of &amp;quot;levels&amp;quot; and its relation with the power character atain.&lt;br /&gt;
* No effort would have to be invested in creating and maintaining content for players that have not yet reached the &amp;quot;ideal status of power&amp;quot; into the game. Meaning all content would continue to be useful.&lt;br /&gt;
&lt;br /&gt;
;Why this might not work&lt;br /&gt;
* Players have been taught by other games to expect such a mechanic, and the importance of grinding towards it. The game not having it may be offputting. &lt;br /&gt;
* Players still have the need to receive a tangible reward for its efforts. Receiving no reward for &amp;quot;playing&amp;quot;, or if the reward is easily attainable through alternate methods, may be counterproducent in the long term.&lt;br /&gt;
* Players need a way to evaluate their opponents before engaging in combat, in order to decide if it is wise or not to do so.&lt;br /&gt;
* Having steps for strengthening and growing building a charter is a good thing, not a bad thing.&lt;br /&gt;
* IN real life people get stronger and gain more skill when theyinvest time into it so it takes out alot of realism.&lt;br /&gt;
*It could makes u feel like there not much to look foward to&lt;br /&gt;
&lt;br /&gt;
== The 20 Level Cap is good, but what happens after isn't==&lt;br /&gt;
 &lt;br /&gt;
GW1's best aspect is the level cap, the quickness of the game and changeability so you do not have to restart that character you &lt;br /&gt;
have spent months on just 'cause of a minimum mistake, present in most MMORPGS. Getting to level 20 can be accomplished in a week and a half, without even finishing the storyline. Mastering the game requires much more experience and strategy than just reaching level 20. Enough good points, now the bad one: GW's developers have thought that a skill point is valuable and would motivate people to keep leveling and caring about exp. But particularly or not, I have NEVER been missing a skill point and needed to level up to be able to buy a skill, actually my skill points are always above 15 or so, you &lt;br /&gt;
really do not need to buy dozens of skills, you buy the ones that fit in your build and some others you just wanna try.&lt;br /&gt;
&lt;br /&gt;
Now finally the suggestion: PLEASE, ANet, don't take this really good feature of GW out! After getting to level 20, there should &lt;br /&gt;
be a real motivation to keep caring for experience other than maybe titles, something that does not end, something you can keep &lt;br /&gt;
training up and up, getting better and better, but still do not create disadvantages. Maybe each level higher after  20, you get &lt;br /&gt;
some kind of point you can spend to access something of your choice, this way the advantages of keep leveling beyond level 20 are &lt;br /&gt;
not gradual but of your choice. I mean, you won't get each level more powerful or have more items or anything like that. You can &lt;br /&gt;
spend your extra levels just as it is done with faction currently, but not to unlock skills, heroes or items, but to unlock &lt;br /&gt;
locations and PvE exclusive facilitative stuff like faster ways of moving around maybe as map travels if they aren't included on &lt;br /&gt;
GW2, or shortcuts from a point (town/oupost) on the storyline of one campaign to a equivalent point on another campaign (a Ascended Prophecies character would expend some of these hypothetical extra level points to teleport to the equivalent outpost on another campaign (Weh no Su on factions or having &amp;quot;Hunted!&amp;quot; quest on night fall completed). This would minimizate problems like the dificulty to get to an outpost which is far from the port city of the campaign.&lt;br /&gt;
&lt;br /&gt;
Also, expansions and additional campaigns should include higher levels... I mean: for example you start a Prophecies character, get to level 20 and to the port city, then you go to another campaign or EoTN and then you will level up in your second storyline up to level 30 then you will choose your third storyline and level up to 40 and finally the last sotryline and level 50. Maybe it is a bit confused, I will try to get to my point another way: let's consider GW2 will have five paralell storylines (five campaigns/expansions), when you create a new character, you would be able to choose one of the five stories to start from. When you get to level 20, you will probably have gotten to the port city already, where you will choose your second story, do a quest to go to the other continent and start doing the primary quests there, until you get to level 30 and to the outpost that will let you choose your next story to go. Access to other continent while this not being the one you want to be your next storyline would be allowed, just because would be non sense you buy 4 extra campaigns and have to wait to use what you bought... I am considering &amp;quot;storyline&amp;quot; here as the sequence of primary quests and missions and not the secondary quests. Getting from 1 to 10 should be as quick as getting from 11 to 20, 21 to 30 and etc...&lt;br /&gt;
&lt;br /&gt;
Summing it all up:&lt;br /&gt;
*Leveling up beyond level 20 and maximum cap level would give each level a small amount of points which you can use for PvE exclusive stuff, and still give the skill points it currently does.&lt;br /&gt;
*The sorylines should be used one as continuation of the other, on the sequence the player may want while not blocking access to secondary quests and outposts, areas, etc of the continent where you aren't yet playing its storyline. &lt;br /&gt;
*The first storyline you play should get you to level 20 and to port city, the two requirements to play additional storylines you have bought.&lt;br /&gt;
*Each additional storyline you play, provides a increase on maximum level cap of 10, so the level cap would increase along with the stories you buy and play.&lt;br /&gt;
*Leveling shouldn't get longer on higher levels; leveling from 1 to 10 is as fast as leveling from 51 to 60 (if this level can be reached)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Why this could work&lt;br /&gt;
*Would keep the special and unique feature of GW of changeability and quickness.&lt;br /&gt;
*Would REALLY motivate to keep leveling &lt;br /&gt;
*Players would have much more to do other than getting to maximum level caps and finishing storylines, there would be locations paralell to any storylines, or even little storylines paralell to the main one.&lt;br /&gt;
*The game in my opinion would be almost perfect(i think there should be the option to do something like scrimmage (on GH) but on PvE areas, with your friends which are not from your guild or ally)&lt;br /&gt;
&lt;br /&gt;
;Why this may not work&lt;br /&gt;
*Anet isn't planning to have so much of a storyline, but according to Gaile it will have a more 'sandbox' environment.&lt;br /&gt;
&lt;br /&gt;
==Easy to reach level cap==&lt;br /&gt;
one of the most appealing aspects of GW is that the level cap can be reached really quickly but the game still has a lot to offer even after you've hit max level. Getting max level gives a player a sense of acomplishment and hitting max level without much grind is certainly appealing since it opens up new possibilities and incites the player to keep playing.&lt;br /&gt;
&lt;br /&gt;
;Why this could work &lt;br /&gt;
* It would ensure that the game is ballanced and that players get equal chances in PVP or high level PVE regardless of the amount of grinding they've done.&lt;br /&gt;
*It would motivate potential players to try the game because the low level cap would mean a player would be able to access most areas of the game faster than in other MMORPGs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Why this may not work &lt;br /&gt;
* Players might find it less motivating to play after they've reached max level.&lt;br /&gt;
* Some players might prefer a high level cap due to the fact that it differentiates between players and it also better reflects the amount of time and effort they've invested in the game.&lt;br /&gt;
&lt;br /&gt;
==Levels over level cap ==&lt;br /&gt;
Levels after level cap could be treated they way elite armor is - the only diffrence beetween it and normal armor is that it simply looks better, so you dont need it to play the game, but it's nice to have it anyway. So addiional level could give some nice visual effects, like glowing aura of your character, lightning going through your characters body etc. This would probably depend on proffesion. High level characters could also have elite versions of emotes, like in GW1 diffrence beetween normal and collector's edition emotes.&lt;br /&gt;
&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
* Levels over cap don't change balance of game, but players will have some motivation to acheive them anyway.&lt;br /&gt;
&lt;br /&gt;
;Why this wouldn't work&lt;br /&gt;
* I guess this would be a lot of work for developers :)&lt;br /&gt;
* Some players hate the overuse of visual effects/lightning in games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Health and Energy .VS. Attribute Increase ==&lt;br /&gt;
If health and Energy had a cap rather than the level, it would give lower levels an opportunity to still be competitive based on skills alone. If attributes were increased per level and everything had an attribute then winning would be based on point distribution, build template and skill in using the template. &lt;br /&gt;
 &lt;br /&gt;
Damage would likely have to be capped within a certain range of the health cap. Maybe an adaptive system that formulates the difference between 2 current opposing targets sort of the way the skill Grenth's Balance is in theory. then Health, damage or energy cap would not be necessary. &lt;br /&gt;
&lt;br /&gt;
If there was an adaptive formula system for PVE against NPC's then no matter how high your level was there would still be the proper difficulty implied between you and the target NPC and only that damage calculated would be taken away even in a party of 8 at all different levels. However, there would still be the minimum level of the NPC before the adaptive modifier would come into play.&lt;br /&gt;
&lt;br /&gt;
Example: if Said Boss/mob was Lvl 25, damage done to it by you or to you by it would be normal. When your level reached 1 level higher than the boss/mob the adaptive system would then begin calculating the difference and subtract it so no matter where you were you would constantly be challenged and never seem to powerful. &lt;br /&gt;
&lt;br /&gt;
;Why this is good?&lt;br /&gt;
*Even if you were 20 levels lower, but both of you fighting were health and energy capped, you could still find a way to negate your opponents AC or interrupt/condition him enough to still have a chance. &lt;br /&gt;
*keeps everything a challenge&lt;br /&gt;
*keeps balance throughout the game in PVE and PVP without having to totally negate any bonuses.&lt;br /&gt;
;Why this is not good?&lt;br /&gt;
*Health VS Damage could be an issue. I would think a smart build would put more attribute points into a armor modifier if there was such a thing to compensate for the health cap. &lt;br /&gt;
*Some may not like the fact that you can never be to powerful to even lower mobs that you have surpassed.&lt;br /&gt;
*Still in PVP it would not be a FLAT standing and may still need to be negated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Level Cap Answer ==&lt;br /&gt;
If there was NO LEVEL CAP:&lt;br /&gt;
&lt;br /&gt;
*1. In GW1 after level 20 you only encountered mobs over your level in rare or elite areas. As far as PVE is concerned, if your permanent Max Level was more than 1 level above the highest MOB in a certain area, then it should trigger a temporary cap for that area giving you a proper elite buffer. &lt;br /&gt;
*2. When you go back to the higher level area or an area where you haven't reached it's Area Level Cap (ALC) then you are set back to your current level.  &lt;br /&gt;
&lt;br /&gt;
*Example: Say for instance, you are level 25, you go to an area where the highest mob is level 18 and the henchmen cap out at 15, you should cap out at either level 18 or 1 level above the highest mob level making you 19. When you get to an area that the highest is equal to or higher than your current level, your level would be set back to the max you have gained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Why this is a good idea?&lt;br /&gt;
*You can help others fight in lower areas without spoiling the challenge.&lt;br /&gt;
*If Full PVP was implemented, this would lower the risk of being grieved.&lt;br /&gt;
*This would promote high level characters staying in high level areas.&lt;br /&gt;
*Power-leveling would be harder.&lt;br /&gt;
&lt;br /&gt;
;Why this wouldn't work?&lt;br /&gt;
*This would basically take out all the fun in being high-level in PVE since your level would just be downgraded.&lt;br /&gt;
*Overly complicated.&lt;br /&gt;
&lt;br /&gt;
==The Level Cap Answer 2==&lt;br /&gt;
*Like the person above me said that there would be no cap, but sort of temp. lvls, what i was thinking was that each area had its own lvl cap, so in the absolute hardest area with say lvl 35's you could be lvl 36, or the lowest area with the highest lvl of 5 when you went to that area FROM the hardest area you would be lvl 6 and when you went back to the hardest area you would be lvl 36 again so there would only be area based lvling&lt;br /&gt;
&lt;br /&gt;
*But if you just got to lvl 6 from the last area and wanted to go to the place with lvl 10 at max you would stay at lvl 6 gain experience up to 11 then you could move to the next area until the monster lvl was maxed&lt;br /&gt;
&lt;br /&gt;
;Why this could work&lt;br /&gt;
*keeps almost everything a challange, that way you cant go on your highest lvl charcter into a low lvl area and kill basicly everything with one hit instead your lvl would be reduced and it would take more hits to kill a low lvl monster&lt;br /&gt;
&lt;br /&gt;
;Why this might not work&lt;br /&gt;
*people might want to run around and kill stuff in one hit for fun, but wouldn't be able to&lt;br /&gt;
*People who want to go straight to an area with lvl 15's at lvl 1 wouldnt be able to and would acctually have to work their way up could get frustrated and quit&lt;br /&gt;
&lt;br /&gt;
==Another Approach==&lt;br /&gt;
What if...&lt;br /&gt;
&lt;br /&gt;
*The level cap is raised some (maybe lvl 30) and after that you get medals or special time-limited or one-use items to show that you've reached as far as you have.&lt;br /&gt;
&lt;br /&gt;
;Why this could work&lt;br /&gt;
*get titles based on the items you get after you reach lvl 20,30,40 ect&lt;br /&gt;
*(Random?) item prizes for post-cap levelling, instead of/as well as the skill points from GW1? Provides a nice way to obtain items that are otherwise one-offs (possibly; Tonics, Ale or Sugar Treats)&lt;br /&gt;
&lt;br /&gt;
;Why this might not work&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 20+ as a title==&lt;br /&gt;
&lt;br /&gt;
it's a good idea when player as soon as he reached the level cap (e.g.: 20) a title appear , after that when player gains a new level it adds a point to that title track&lt;br /&gt;
;Why this could work&lt;br /&gt;
*a new title&lt;br /&gt;
*a good reason for grinding&lt;br /&gt;
&lt;br /&gt;
;Why this might not work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scaled Leveling==&lt;br /&gt;
&lt;br /&gt;
The idea would be that levels gradually do less and less for your character.  As an example, you begin like in GW1 with your character starting at 100 health.  From second to 20th you get 20 more health per level.  After 20th, the health gained reduces by one each level, so you get 19 more health at 21st, 18 at 22nd, 17 at 23rd, etc. until you get down to 1 extra health per level where it stays until max level of say 100 (just for a nice round number).&lt;br /&gt;
&lt;br /&gt;
This will still have higher values than the original GW, but it'll just call for some game balance number crunching.&lt;br /&gt;
&lt;br /&gt;
;Why this could work&lt;br /&gt;
*Gives players a simple marker of their progress without making the game all about leveling.&lt;br /&gt;
*Higher levels do give some advantage, but it is tempered.&lt;br /&gt;
&lt;br /&gt;
;Why this might not work&lt;br /&gt;
*People sometimes don't like compromise.  They'll either want super leveling or no leveling.&lt;br /&gt;
&lt;br /&gt;
==Experience Based Titles==&lt;br /&gt;
&lt;br /&gt;
Instead of raising the level cap to higher than 20. Why not just add a title that increases in rank depending on how much experience you have accumulated on a character while still keeping the max Level at 20. Say if you are level 20 but you've gained 4million experience you can have a title that you can show that will be just as elite as showing off a higher number level without a difference to how it effect gameplay. &lt;br /&gt;
&lt;br /&gt;
;Why this could work&lt;br /&gt;
* Keeps the level cap at a fair and recognizable state&lt;br /&gt;
* Awards players who continue to play characters that have already reached the level cap of 20&lt;br /&gt;
* The title can be shown off to others as a bragging right&lt;br /&gt;
&lt;br /&gt;
;Why this might not work&lt;br /&gt;
* Some people believe they should be rewarded with more than just a title&lt;br /&gt;
&lt;br /&gt;
== Keep it ==&lt;br /&gt;
What is on of the biggest things that separates GuildWars from other games? It's level 20 cap. It has a charm: You reach your high potential at a rather short time, and you don't have to endlessly grind. I liked it this way, so I chose GuildWars over many other games, and so did my friends. &amp;lt;br&amp;gt;&lt;br /&gt;
But, if you take away that charming view, that can lead to many things:&lt;br /&gt;
*If you give no limit to the cap:&lt;br /&gt;
**Discrimination. I can run a mindless build (or setup as it can be), or I can grind my life out, and get to level 10^5 (100000). Or I can be a good player, and not waste 20 hours a day grinding, and acutely enjoy the game and experiment; either with Profession or with build. Lets say I reach level 200, much less than our Grinder. I try to get into a Party, and the other person is the Grinder. Who do you think will be chosen? Reminds you of [[Ursan Blessing|something?]]&lt;br /&gt;
**What does it give me?. What will level 50000 give me, that level 100 won't?&lt;br /&gt;
*If you limit it to a high level (80 for example, like WoW):&lt;br /&gt;
**Again, I will probably need to grind in order to achieve the high level. Whats fun about Grinding?&lt;br /&gt;
**If indeed GW2 is played in 1 big chunk, and not the Instances, than PK (Player Kill) will probably be in place. And of course, what does a good level 20 player got to do against a bad level 80? &amp;lt;br&amp;gt;&lt;br /&gt;
I suggest that you keep the level cap as it is, the nice 20.&lt;br /&gt;
;Why this could work&lt;br /&gt;
*No Discrimination (or limited Discrimination) over level, or Grind.&lt;br /&gt;
*There won't be Grinding in place, which is a huge thumb down at other games.&lt;br /&gt;
*Players will have a fair chance against each other, and will not be tested according to their time played, but according to their skill/&lt;br /&gt;
*keep everything balance enstead low level cap makes pvp work alot better &lt;br /&gt;
;Why this might not work&lt;br /&gt;
*Some people enjoy having no life and grind.&lt;br /&gt;
*People like big numbers.&lt;br /&gt;
*Many people also like the big level, and don't get why the cap is low. They think that leveling is the only thing that a game has to offer.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
[[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>98.207.145.217</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Naruto_like_Assassin_Jumps&amp;diff=14962</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Naruto like Assassin Jumps</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Naruto_like_Assassin_Jumps&amp;diff=14962"/>
		<updated>2009-07-06T18:13:04Z</updated>

		<summary type="html">&lt;p&gt;98.207.145.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===&amp;lt;!-- The name of your idea --&amp;gt; ([[ArenaNet talk:Guild Wars 2 suggestions/Ninja like Assassin Jumps|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
When I heard that Guild Wars 2 was going to use new controls such as jumping and swimming, I immediately thought of an Assassin profession jumping around on rooftops Naruto Style. This could greatly increase the experience of playing as an assassin. You could jump towards a wall and right when you reach it, you could press the jump button again, you kick off of it and go even higher. This allows for greater exploration and cool fighting techniques. Think about it, and imagine GW2's greatest assassins dueling to the death across a large city. This could also bring in a new attribute to the assassin profession. Have no idea what it would be called though, or it could follow up with one of the previous attributes.&lt;br /&gt;
&lt;br /&gt;
Other professions should be able to jump around too, but because of how heavy they are, they wont be able to across rooftops. Maybe some trees could hold light classes like a ranger, and only a few trees could hold someone as heavy as a char.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* Allows for less cinematic fights and fast paced action.&lt;br /&gt;
* travelling experience.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* Requires more motion capturing and animation.&lt;br /&gt;
* ArenaNet would have to change Guild Wars' traditional fighting.&lt;br /&gt;
* This is a game for adults as well as children and a good number of adults would see this childish copycat element to be offputting.&lt;br /&gt;
* How would this work if you were not solo?  Your party members would still be on the ground&lt;br /&gt;
* We don't need to attract Narutards. (Sin alone took care of that)&lt;br /&gt;
* We definitely don't need to change Guild Wars to attract anime people. (Guild Wars alone took care of that)&lt;br /&gt;
* Borrowing ideas off of other things because they are popular is an idea for children.&lt;br /&gt;
* if only assasins can jump rooftops all would make assasins &lt;br /&gt;
* it is a good idea but it is too imbalance &lt;br /&gt;
   [[Category:Game mechanics suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>98.207.145.217</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Z-Targeting&amp;diff=15223</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Z-Targeting</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Z-Targeting&amp;diff=15223"/>
		<updated>2009-07-06T18:10:52Z</updated>

		<summary type="html">&lt;p&gt;98.207.145.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===&amp;lt;!-- The name of your idea --&amp;gt; ([[ArenaNet talk:Guild Wars 2 suggestions/Z-Targeting|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
This is assuming that the main form of interface for GW2 is with 12-button controllers. &lt;br /&gt;
&lt;br /&gt;
This is to propose that, if an action battle system configured for a 12 button controllers is implemented into the game, '''there should be a targeting system similar to &amp;quot;Z-Targeting&amp;quot; from the Zelda game series'''. Now, if you don't know what Z-targeting is (which I find hard to believe), it mean that there is a button (usually a shoulder button) on the controller which, when pressed, targets the nearest enemy in range. While you are targeting the enemy, your camera focuses on that enemy and all of your attacks and movements are directed towards that enemy. For instance,''' pressing the analog stick from side to side allows you to strafe''' in a circle around the targeted foe. Pressing forward or backwards moves you closer to or farther from the enemy. Pressing &amp;quot;jump&amp;quot; while strafing allows you to dodge to either side and you can also leap towards or away from the enemy. To cycle through all nearby enemies, you press the targeting button repeatedly.&lt;br /&gt;
&lt;br /&gt;
'''This system allows you to fire ranged weapons while moving and without aiming'''. It allows you to focus on your enemy without constantly having to manually adjust you camera. Also, because it simplifies combat, devs can make enemy attack patterns more varied and complex without having to worry about if the players can keep up. Power strikes, blocks, and counters could also be added in to make battle more strategic and engaging. It creates a much more immersive gaming experience than the old GW battle system, and as I hear that's exactly the sort of thing the devs are hoping to create in GW2, I think it would be a grave mistake not to include a &amp;quot;Z-Targeting&amp;quot;-like system in GW2. &lt;br /&gt;
&lt;br /&gt;
Lastly, I think this will have a big impact on PvP. Not so much in large engagements between parties, but more on smaller duels or two on two fights. Dodging a single archer's arrows or sorcerer's spells is a fairly simple task at range and evading or blocking melee attacks would soon become an art. This could discourage players from wasting their time in duels during World PvP, or it may encourage players to create several builds specializing in one on one combat (like assassins), team attacks, and group killings (like nukers). Also, if (and that's a big &amp;quot;if&amp;quot;) the musket were included, one of its advantages would be zero air time, making it nigh impossible to dodge.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* Allows for more intensive combat experience&lt;br /&gt;
* Allows for strafing and dodging&lt;br /&gt;
* Could make PvP engagements and duels ''much'' more interesting as players try to anticipate their opponent's moves and counter as quickly as possible&lt;br /&gt;
* good idea it will be better for ranger and close combat &lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* In PvP, one on one duels would take a much longer period of time as strafing and dodging are now possible (it would be far more difficult to dodge two arrows at the same time, though)&lt;br /&gt;
* Might be difficult to configure and program as even a small mistake would maker it completely useless and could destroy the game&lt;br /&gt;
* May complicate the use of AoE spells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   [[Category:Interface suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>98.207.145.217</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Firearms&amp;diff=14500</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Firearms</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Firearms&amp;diff=14500"/>
		<updated>2009-07-06T18:08:48Z</updated>

		<summary type="html">&lt;p&gt;98.207.145.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Muskets ([[ArenaNet talk:Guild Wars 2 suggestions/Firearms|Discussion]])===&lt;br /&gt;
This idea may seem too futuristic for the time setting of guild wars but there was technically not muskets in the 1400s so it is not very far off from the actual medieval setting of Guild Wars 2. In fact, when muskets like these were created they still used medievil type armor. When blacksmiths made armor they would shoot a pistol round into it, and when people bought armor they looked for the dent showing that this armor would stop a bullet. So primitive muskets are not too futuristic at all.&lt;br /&gt;
&lt;br /&gt;
Simple grenades and cannons also preceded muskets, so the inclusion of them in some form might also be a good idea. It might also be fun to be able to use Canthan rockets and powder kegs as weapons in GW2.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* distinguishes GW2 from GW1 technologically&lt;br /&gt;
* previous examples of gun-related weapons already already exist in GW1 (powderkegs and siege turtle cannons, it follows that proceeding generations would have developed more weapons based on this technology &lt;br /&gt;
* a good way to make rangers evolve(As a part of a prestige class system! Rangers are 'One with the nature', so firearms would contradict it, but maybe a prestige ranger subclass...?)&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* Destroying the mood of GW1.&lt;br /&gt;
* If an action battle system is incorporated, it may be difficult to come up with an attack combo for the slow-firing musket.&lt;br /&gt;
* Too similar to other games.&lt;br /&gt;
* Guns are a bad idea ,but perhaps crossbows could be a possibility. &lt;br /&gt;
* over power guns are like dervish they are overrated compare a gun to a bow not so good don't you think&lt;br /&gt;
&lt;br /&gt;
[[Category:GW2 Equipment suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
[[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>98.207.145.217</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Evolution_into_another_race&amp;diff=14700</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Evolution into another race</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Evolution_into_another_race&amp;diff=14700"/>
		<updated>2009-07-06T18:05:08Z</updated>

		<summary type="html">&lt;p&gt;98.207.145.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Evoution into another race ([[ArenaNet talk:Guild Wars 2 suggestions/Evolution into another race|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
There are various races that it's possible to change into. These changes could optionally happen when your character achieves a certain age, or fulfils certain other conditions, or completes high-end dungeons. Perhaps you could become a lich, or an angel or demon, or a dragon... These races wouldn't be more powerful, per se, than the normal races, but the change could be purely cosmetic, or the new races would offer different sets of advantages and disadvantages. &lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* Adds to the variety of the game.&lt;br /&gt;
* Creates a more interesting personal history for your character, a more interesting role-playing experience.&lt;br /&gt;
* If the change is not just cosmetic, there would be new territory to explore for people who've been playing the game a while.&lt;br /&gt;
* Gives you the option to change your race, if you've been playing the same race for a while.&lt;br /&gt;
*Show the difference between Low end players and high End players. (somthing to work for after finishing game)&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* Too much extra work for designers.&lt;br /&gt;
* think of it! does this sound like guild wars or does it sound like final fantasy!&lt;br /&gt;
 &lt;br /&gt;
   [[Category:Race suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>98.207.145.217</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Mounts&amp;diff=14918</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Mounts</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Mounts&amp;diff=14918"/>
		<updated>2009-07-06T18:02:22Z</updated>

		<summary type="html">&lt;p&gt;98.207.145.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
=== Mounts ([[ArenaNet_talk:Guild Wars 2 suggestions/Mounts|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
Why should we have mounts you ask? First off, who did the heroes from those fairytales ride to that castle, dragon or princess? Their trusty steed of course! Not only would they help the heroes get places faster, they can do it in style! Another good idea is if you could name your mounts to make them feel more personal to you. Or maybe you could use them to hold equipment? Maybe you could also turn pets from GW into mounts in GW2. It would be really fun to ride on the back of a black widow!or fly on a giant mountain eagle!&lt;br /&gt;
&lt;br /&gt;
Additionally, to make mounts more than an everyday thing, mounts should be only tamable in hard mode explorable areas. You can only get the skill to tame a mount if you have obtained a certain character title. They should also have armor with an energy disadvantage for more balancing.&lt;br /&gt;
&lt;br /&gt;
Not only animals, but maybe mechanical things, because the Asurans are very crafty. They can create vehicles for people to ride in.&lt;br /&gt;
&lt;br /&gt;
PvP could also include mounts. For example, your dragon could breathe fire, or a mole could dig a tunnel for you to hide/sneak past people. Also some skills should attack these mounts. Certain professions should enjoy benefits of having a certain mount. Also, there should be race specific mounts to (just don't make dragons race specific, maybe different kinds of dragons race specific).&lt;br /&gt;
&lt;br /&gt;
There should also be some fuel for the mount. For example, a feed for the dragon, or some type of liquid fuel for the engine of the vehicle (make it eco-friendly!).&lt;br /&gt;
&lt;br /&gt;
There should also be a place in each city where your mount can rest if you dont want to buy fuel, (which would be instanced). Also, you could have passengers on your mount. Lets say your new roommate at University just started GW2, and you are some awesome player. You could help your friend get around a lot faster by letting him/her be a passenger.&lt;br /&gt;
&lt;br /&gt;
Another thing you could do is let players fight on mounts. It would be better than just riding your mount getting off, fighting , getting back on, and so on. However, only some mounts/ types of weapons should be possible to fight from on your mount.&lt;br /&gt;
&lt;br /&gt;
Maybe, ArenaNet could make partial map travel, and partial travel by mounts. For example you could have 5 main points of map travel, and from then on mount travel would be required to get to more specific areas.&lt;br /&gt;
&lt;br /&gt;
;Why this is a good thing&lt;br /&gt;
*A very stylish way to travel around.&lt;br /&gt;
*Faster then walking, thus easing travelling. Particularly important if there will be larger areas or if map travel is removed.&lt;br /&gt;
*New money sink&lt;br /&gt;
*A fresh new aspect of Guild Wars. Mounts don't just have to be used for running, they might be used in combat and might have a number of disadvantages to balance out the number of players using them.  &lt;br /&gt;
*New elements to PvE and PvP. Like a one on one match called &amp;quot;Jousting&amp;quot;.&lt;br /&gt;
*Would be great for having Mount vs Mount or Companion Vs Companion only battles.&lt;br /&gt;
*It would give more purpose to the Hall of Monuments, having pets or some birthday miniatures from GW turned to Mounts&lt;br /&gt;
*Gives the veteran members a higher status and amount of respect&lt;br /&gt;
* this is good they should just take out map travel and no pvp mounts and flying mounts for faster travel to outpost or cities &lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
*Would mounts be allowable in PvP, if so how are they balanced?&lt;br /&gt;
*Mounts may not be required to effectively move around.&lt;br /&gt;
*Mounts are a way to lesser a time sink. The primary reason of mounts in other games is less the social aspect and more how it makes one time sink (having to waste time going from one place to the other) a bit less worse than it is. Since GW2 does not need such time sinks, such reason for having mounts is invalid.&lt;br /&gt;
*Nearly every other online game has mounts.&lt;br /&gt;
*Asking for mounts is like asking for the elimination of map-travel, and I do like to map-travel.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
*&amp;quot;Rent-a-mount&amp;quot; rather than &amp;quot;own-a-mount&amp;quot;, like the Wurm travel in Nightfall might be used in some areas and not others, just as a way of making the game interesting.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ([[ArenaNet_talk:Guild Wars 2 suggestions/Mounts|Discussion Cont.]])===&lt;br /&gt;
I like this guys idea but i think it would just be better to change the requirements from a certain title to maybe a certain level. a suggestion on the playable races gave me an idea. it said something about adding Kraits as a playable race but instead have them as a type of mount because they metamorphose into distinct stages giving the idea to have a mount leveling system like if you want a dragon mount u can buy a dragon egg at any time once u get to a certain area(granted it shouldn't hatch til you are the required level to ride a mount) and once the egg hatches you will have a dragon hatchling that can only be a fighting ally until it is at least an adolescent. or it can hatch a few levels before you can ride it and if you level it enough it can evolve or metamorphose into the stage it needs to be but it doesn't have to be just dragons and race specific mounts.'''&lt;br /&gt;
&lt;br /&gt;
Race specific mounts - i think the mount for the Asuran should be a type of vehicle/golem like the guy above said for the Charr it should be the siege devoures like in the Charr homelands on the Eye of the north expansion campaign and if the dwarfs have a mount it should be like the lizard that Drognar was riding just before he killed Rurik in Prophecies, a dolyak or one of those siege giants in the southern shiverpeaks, for the Norn it needs to be like an armor plated bear, humans should be horses, Sylvari should have a plant type creature like from the beginning of the nightfall campaign the Iboga.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Reasons it may work&lt;br /&gt;
*It keeps some of Guild Wars 1's pet ideas keeping a fun factor of Guild Wars to the pet taming  fans &lt;br /&gt;
*It adds a fun experience to leveling allowing your pet to grow and change to become a mount&lt;br /&gt;
&lt;br /&gt;
;Reasons it may not work&lt;br /&gt;
*It may frustrate people in the fact they want a mount then instead of it growing into a mount&lt;br /&gt;
*It may add a bit of more issues to game play graphics factors for the pet growth especially with people running with minimal system requirements&lt;br /&gt;
&lt;br /&gt;
=== Mounts used for &amp;quot;activities' ([[ArenaNet_talk:Guild Wars 2 suggestions/Mounts|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
Mounts may be used to introduce new types of mini-games or interact with environment:&lt;br /&gt;
*Speed racing &lt;br /&gt;
*Jumping obstacles race&lt;br /&gt;
*Accessing different unreachable areas in PvE (reaching a treasure chest for example) &lt;br /&gt;
*Destroying obstacles (of course there should be explosives too, in case you don't want to use a mount or you don't own it yet)&lt;br /&gt;
*Mounts may be specific to each race: humans have horses, Asuran have magical machines, Sylvari have spiders (bugs), Norn have bears, Charr have tigers (cats)&lt;br /&gt;
*There could be a &amp;quot;taxi service&amp;quot; which for an amount of gold can take you to different locations to unlock them or just using the service to admire the world (doing something different than just dancing around)&lt;br /&gt;
*Mounts could be summoned instead of using &amp;quot;running skills'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Why this is a good thing&lt;br /&gt;
*Adds diversity to environment and new look&lt;br /&gt;
*A chance to introduce racing games in the gameplay&lt;br /&gt;
*GW world and races have evolved in 200+ years, there must be some sort of transportation invented.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
*I see many of people here don't want mounts because of map travel. So it may be a reason. I don't know&lt;br /&gt;
&lt;br /&gt;
== New Mount Suggestions. 1-7-09 ==&lt;br /&gt;
:'''&lt;br /&gt;
*1.  Map travel should stay only if you are in a town, that way you do have to use the mounts when out in the world or an instance.;&lt;br /&gt;
*2.  Mounts should have their own skills and PVP for fun and have bets on who's mount will win. ;&lt;br /&gt;
*3.  Mounts and Companions should be the same thing.;&lt;br /&gt;
*4.  Your Mounts/Companions should share your attributes and have templates when in use to distribute a personal balance handicap.;&lt;br /&gt;
*5.  There could be Rare High Level Mount/Companions that are Race/Class specific.;&lt;br /&gt;
*6.  Other Mounts/Companions should be usable by any class, race but have a distinguishable style that is specific to the class/race.;&lt;br /&gt;
*7.  There could be Saddle Bags that vary in size. ;&lt;br /&gt;
*8.  Some Companions could not be mountable but have special skills such as fetch, dig, climb and guard to offset the difference.;&lt;br /&gt;
*9.  There could be water mounts like Fish type or Boat type with guns on them.;&lt;br /&gt;
*10. There should be elite Armor and rare Armor and claws/weapons/magic to quest for and equip your Mounts/Companions.;&lt;br /&gt;
*11. Guilds could have select a certain mount that if everyone in the Guild uses that Mount they get a Buff.;&lt;br /&gt;
*12. Guild Marker Flags attached to saddles to show your Guild Emblem.;&lt;br /&gt;
*13. They could have &amp;quot;Pet Tricks&amp;quot; that you could teach by finishing certain Quests so they could even dance with you.;&lt;br /&gt;
*14. Definitely need a storage for up to at least 5 pets.;&lt;br /&gt;
*15. Might be possible you could change the looks of them, color, patterns , armor, coat length and rarities.;&lt;br /&gt;
*16. You should be able to sell and trade them.;&lt;br /&gt;
*17. They could have modes or stances. ;&lt;br /&gt;
*18. You could breed them with other animals to find rare Cross-breeds and sell those as well.;&lt;br /&gt;
*19. Magicians/Casters could have Orbs and Floating Mounts/Companions/Devices.;&lt;br /&gt;
*20. They should eventually age and Die or break keeping the need to sell and resupply them. ;&lt;br /&gt;
*21. The rarer they are, the longer they will last.;&lt;br /&gt;
*22. Flying Monkeys lmao...;&lt;br /&gt;
*23. While we are at it why dont we just copy all of WOW in to GW&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
[[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>98.207.145.217</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Zombies!&amp;diff=15224</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Zombies!</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Zombies!&amp;diff=15224"/>
		<updated>2009-07-06T17:59:30Z</updated>

		<summary type="html">&lt;p&gt;98.207.145.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Zombies! ([[ArenaNet talk:Guild Wars 2 suggestions/Zombies!|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
A couple of MMOs I've played have hosted a great event at Halloween: a zombie outbreak. It's tremendous fun avoiding or killing infected players before they infect you too, or vice versa. Given that GW already has its own lore that could explain a zombie outbreak -- [[Undead Lich|several]] [[Afflicted|lores]], [[Palawa Joko|in fact]] -- I think this could be a great minigame for GW2, perhaps as a world event or PvP arena.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp; Is the ideal game for a Halloween event/minigame.&lt;br /&gt;
* &amp;amp;nbsp; Appeals to both PvPers (killing people) and PvEers (roleplay).&lt;br /&gt;
* &amp;amp;nbsp; Guild Wars 2 will already have mechanisms which allow for the spread of a disease: persistence, the event system, and/or World PvP.&lt;br /&gt;
* the zombie thing should be on other places(not on Halloween)and you should be infected when you die&lt;br /&gt;
when your a zombie it is half of your self before you turned into a zombie such as if you are lvl 60 with 60 armor when your a zombie you will be lvl 30 and have 30 armor eh? that will prevent high lvl zombie &lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp; Depending on the mechanics of infection, this may annoy people who don't want to join in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   [[Category:World suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>98.207.145.217</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Create_Your_Own_Skills&amp;diff=14696</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Create Your Own Skills</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Create_Your_Own_Skills&amp;diff=14696"/>
		<updated>2009-07-06T17:37:27Z</updated>

		<summary type="html">&lt;p&gt;98.207.145.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Create Your Own Skills ([[ArenaNet talk:Guild Wars 2 suggestions/Create Your Own Skills|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
Guild Wars 2 should have a create skill function. It should be a purchasable item from skill trainers and it would cost the same price every time. When you activate your new custom skill slot, a window would pop up. You would have 50 points to spend on your new skill; these points could decrease energy, recharge time, activation time, add power, regeneration effects, etc. to your new skill. You would only be able to have 3 of these skills on your skillbar at a time to prevent excessive traits (ie. + 200 armor or +20 health regeneration). You would also be able to choose an image &amp;amp; name for your skill or make your own.&lt;br /&gt;
&lt;br /&gt;
Arena Net would check your skill before you create it, creating downtime but eliminating invincible builds and such.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp; Keeps your creative juices flowin&lt;br /&gt;
* &amp;amp;nbsp; Allows for more complex builds&lt;br /&gt;
* &amp;amp;nbsp; Really cool!&lt;br /&gt;
* &amp;amp;nbsp; Gives you something creative and fun to do, other than farming.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp; People might make inappropriate pictures or names&lt;br /&gt;
* &amp;amp;nbsp; Could become very unbalanced&lt;br /&gt;
* &amp;amp;nbsp; waste of Gm time&lt;br /&gt;
* crush someone with conditions make very good spikes no creation&lt;br /&gt;
 hard to share skills with friends&lt;br /&gt;
 &lt;br /&gt;
   [[Category:PvE suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>98.207.145.217</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/survival_arena&amp;diff=15789</id>
		<title>ArenaNet:Guild Wars 2 suggestions/survival arena</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/survival_arena&amp;diff=15789"/>
		<updated>2009-07-06T17:30:20Z</updated>

		<summary type="html">&lt;p&gt;98.207.145.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
==Multi Gladiator Arena ([[ArenaNet talk:Guild Wars 2 suggestions/survival arena|Discussion]])==&lt;br /&gt;
PvP with no teams, consists 3-10 players who randomly try to kill each other, no respawning at all, all resurection skills would be banned from using. And all players would have all their armor effects negated (also means that armor rating becomes 0).Would been a small map with simple terrarin to minimize possibilities of running far away from players and hiding.If there are 2 or more players alive after 10 minutes, round ends with no winner.When a player quits or dies, the round continues untill there is 1 player alive, and that player is then declared a winner. &lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* this would be alot of blocking, they should make it that no blocking and less healing more gladiator &lt;br /&gt;
the strongest wins and have rankings&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* Biased toward low armor characters, as their advantages would be intact.&lt;br /&gt;
&lt;br /&gt;
   [[Category:PvP suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>98.207.145.217</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Raids_on_enemy_faction%27s_cities&amp;diff=15089</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Raids on enemy faction's cities</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Raids_on_enemy_faction%27s_cities&amp;diff=15089"/>
		<updated>2009-07-06T17:24:08Z</updated>

		<summary type="html">&lt;p&gt;98.207.145.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
=== A island of Alliance battles, but more complex and fun ([[ArenaNet talk:Guild Wars 2 suggestions/Raids on enemy faction&amp;amp;#39;s cities|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
There should be a sort of PvP island with 1/2 owned by one side and 1/2 owned by the other. Then there should be raids and attacks taken on the enemy cities and strongholds on the other team. If one team manages to take over the city/stronghold then it is theirs for the keeping until the opposition takes it over. The Strongholds would be like castles with archers on the walls and big gates that have to be destroyed. and cities would be further behind the strongholds and contain resources like money and armour making items, so that there will be a drive to defeat the opposition team.There doesn't always have to be a war going on so there could be little outposts that could be made to keep watch on enemy attacks ect...There could also be kings and Queens that could be guarded and if they are killed then each of the attackers get a reward. This could be used as a more tense and more complex way of doing AB but there would be no beginning bit as you would map travel to the capital city (which cant be taken over). It would also be a sort of PvEvP as there would be places to ambush the enemy along main routes to their cities/strongholds.&lt;br /&gt;
&lt;br /&gt;
I like that idea but I think the towns should be outside the castle except one town and all races should be on island but some races may be allied and have regions.&lt;br /&gt;
&lt;br /&gt;
 in a hour. &lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp; People would find it fun to do. And head on battles in arenas are not always what people are good at, they may like defending on the walls of a stronghold or ambushing the enemy&lt;br /&gt;
* &amp;amp;nbsp; Attacking a city would be more fun than ABing until you get enough faction to own a city&lt;br /&gt;
* warn the town of a raid every town should have a lot of solders(not guards)50 solders on a out post and more on a capital walls and archers ect.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp; It would take quite a long time to design but could be added after the 1st GW2 is made. &lt;br /&gt;
* &amp;amp;nbsp;Not enough people most of the time to raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   [[Category:PvP suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>98.207.145.217</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Dueling&amp;diff=14453</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Dueling</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Dueling&amp;diff=14453"/>
		<updated>2009-07-06T17:19:48Z</updated>

		<summary type="html">&lt;p&gt;98.207.145.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
'''Dueling''' ([[ArenaNet talk:Guild Wars 2 suggestions/Include areas in game for dueling|Discussion]])&lt;br /&gt;
&lt;br /&gt;
Have a one versus one duel area in game.  Players can pick another player to challenge and they would enter a new area to fight each other if the challenge is accepted.  Other games have similar features; Hellgate London has a duel option for instance.  This might be similar to a GW1 Guild Scrimmage with teams of one but in a public area.  &lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* As most of Guild Wars 2 will be completable solo, this indicates characters will probably be more self-sufficient. Thus, the game could be easier to balance for duelling than in the original Guild Wars.&lt;br /&gt;
* Its something that everyone always wanted to do in the existing GW no matter what class/profession&lt;br /&gt;
&lt;br /&gt;
; Why it may not work out&lt;br /&gt;
* How would professions and races fairly balance in 1v1?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gates Assassin Dueling ==&lt;br /&gt;
&lt;br /&gt;
'''Dueling''' ([[ArenaNet talk:Guild Wars 2 suggestions/Dueling|Discussion]])&lt;br /&gt;
&lt;br /&gt;
'''''Note''''' I am referencing GW1 skills in this suggestion, only because I don't know what the skills are for GW2. This is still a GW2 suggestion.&lt;br /&gt;
 &lt;br /&gt;
Instead of allowing people to pick their skills, it might be better to set the skills up and design areas to allow for more skillful gameplay.&lt;br /&gt;
&lt;br /&gt;
For instance:&lt;br /&gt;
&lt;br /&gt;
Let's say it's Ranger vs Ranger. What are some skillful things about this profession? :&lt;br /&gt;
&lt;br /&gt;
#Interrupting &lt;br /&gt;
#Strafe Shooting&lt;br /&gt;
#Surviving&lt;br /&gt;
&lt;br /&gt;
If you design a build that makes it so it is only effective if you are good at those three things, then the better player will win such as:&lt;br /&gt;
&lt;br /&gt;
'''Burning Arrow''', Savage Shot, Distracting Shot, Natural Stride, Apply poison, Troll Unguent, etc. &lt;br /&gt;
&lt;br /&gt;
Then you design it almost like a guild battle: Have two bases, the goal is to try to either DP out the other ranger, or kill the other person's Guild Lord (Obviously with a lot less health, armor and no amulet of protection). Keep the archers to make strafe shooting able to be done. Also when these two builds clash, interrupting comes in to play, along with surviving. &lt;br /&gt;
&lt;br /&gt;
This could work with all of the professions as well. For instance:&lt;br /&gt;
&lt;br /&gt;
'''Assassins:'''&lt;br /&gt;
&lt;br /&gt;
#Shadow Stepping&lt;br /&gt;
#Surviving&lt;br /&gt;
#Knowing when to spike&lt;br /&gt;
#Knowing when to run&lt;br /&gt;
#Fake spiking&lt;br /&gt;
&lt;br /&gt;
Then create a build that allows for that. Such as:&lt;br /&gt;
&lt;br /&gt;
'''Aura of Displacement''', Golden Phoenix Strike, Horns of the Ox, Falling Spider, Blades of Steel, Impale, Shadow Refuge, Disrupting Dagger&lt;br /&gt;
&lt;br /&gt;
So basically all the builds have to do is this:&lt;br /&gt;
&lt;br /&gt;
#Require high amounts of skill to use.&lt;br /&gt;
#When two enemies clash, it is possible for BOTH players to win to some extent. &lt;br /&gt;
#Make it equally possible for every build to be able to kill the enemy base. &lt;br /&gt;
&lt;br /&gt;
'''''Note''''' These are not only Sin vs Sin or Ranger vs Ranger battles. A monk could face a sin or Ranger. It's open to that. What will make this work is if you make the monk build not imba as fuck in 1v1 by flooding it with healing and protection. Something like just Word of Healing, Guardian, Mend Ailment, and holy veil (1 second Cast time, easy to interrupt for good players).&lt;br /&gt;
&lt;br /&gt;
=== The Maps ===&lt;br /&gt;
&lt;br /&gt;
This would be a major thing. Every single profession needs an area in every map that allows for skillful game play such as:&lt;br /&gt;
&lt;br /&gt;
*A high ground that is kind of in a Z pattern that an '''assassin''' can shadow step up easily.&lt;br /&gt;
*A corner that a '''monk''' can monk around while safe.&lt;br /&gt;
*A flatbow shot that can be done by '''rangers''' to kill an archer while not even in the base.&lt;br /&gt;
*A slightly spaced out NPCs (Like in the Area) that can be pulled slightly to make them adjacent so an '''elementalist''' could kill all of them in one spell.&lt;br /&gt;
*A narrow passage that a '''ritualist''' could fill with about 2 spirits to prevent melee NPCs from reaching him/her.&lt;br /&gt;
*A spot below a wall where a '''necromancer''' could hex the archers above and kill them without taking hits.&lt;br /&gt;
*A spell casting NPC that '''mesmers''' could beat.&lt;br /&gt;
*For '''warriors''', I'm not sure what you could put in.&lt;br /&gt;
*For '''paragons''', make the shouts and chants able to effect the NPCs there to make them good at defending their base.&lt;br /&gt;
*For '''dervishes''', look at the elementalist suggestion .&lt;br /&gt;
&lt;br /&gt;
Also, cap shrines to gain special bonuses help with making it require skill, but please, people really hate capping. Seriously. It really sucks. Make it optional to cap, not mandatory. If you make the shrine give 250 health, then it becomes practically mandatory. If you make it give a 15% speed boost, it becomes optional. Just a small boost, nothing major. It shouldn't make it a race to cap the shrine, kill the other guy and gank the base before he reses match. &lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* This actually requires some skill to do. &lt;br /&gt;
* Because players can't choose their skill, it turns into a match of &amp;quot;How will you use what is given to you&amp;quot; rather than &amp;quot;How will you use what you choose against what he/she chose&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Why it may not work out&lt;br /&gt;
* It's difficult to design builds that require skill for [[Paragon|Some]] [[Ritualist|Professions]], however it definitely can be done.&lt;br /&gt;
* It's difficult to design maps that allow for every profession to have it's own part where it can thrive such as high ground shots to kill archers for ranger, shadow stepping areas for assassins, corners for monks to hide behind to keep NPCs alive etc. &lt;br /&gt;
* Some players just want to duel each other 1 on 1 to prove who's the best or to release some steam. This idea only appeals to those who see 1 v 1 as a skilless game, and actually want to see who is the better player, without having to [[Hero Battles|Control others]] or [[Hero's Ascent|Make an entire]] [[Guild vesus Guild|Team]]. In short: This is competitive gameplay, not just the simple 1v1s we have now.&lt;br /&gt;
* Freedom of skill =P no seriously, u can make an OPTION 4 that, but ppl like me will still want the good 1vs1, that also proves who knows how 2 use his OWN build better =P&lt;br /&gt;
* shows no skill it is like chance the loser will say luck all the time when they lose. It would be better if you make a build and say what kind it is(spike,cast) and say what kind of profession you want to fight that is a bad idea because you could lie about your build. &lt;br /&gt;
   [[Category:PvP suggestions]]&lt;br /&gt;
   [[Category:GW2 suggestions]]&lt;/div&gt;</summary>
		<author><name>98.207.145.217</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Guild_Bank&amp;diff=14463</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Guild Bank</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Guild_Bank&amp;diff=14463"/>
		<updated>2009-07-06T17:15:37Z</updated>

		<summary type="html">&lt;p&gt;98.207.145.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Guild Banks([[ArenaNet talk:Guild Wars 2 suggestions/Guild Bank|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
Having a guild bank is beneficial for a number of reasons. One is of course, being able to store money. But there is also the fact that members get credit for donating money. The money can only be used for guild purposes and cannot be withdrawn. This is to aviod scams. So, lets say only had enough money to pay for 1/2 of an npc, he can put half in the bank and some members can help pay for it. However, only the leader can choose what to buy with the money.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp;Gives members credit for loyalty to guilds&lt;br /&gt;
* &amp;amp;nbsp;Safe, scam-free way to safe money for an NPC, tavern, cape, or to customize the guild hall&lt;br /&gt;
* this is a good idea but they should make the guild leader to make the members or officers able to withdraw money or stuff instead of members guild jumping and stealing money.&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp;An Unscrupulous guild leader can exploit noobs, kick you all , and sell the guild when the coffers are full. And there are players like that that take advantage of new players. For example, one of fellow guild members had to pay 1k a day to be in the guild. Some people might say the player should not have accepted that. But keep in mind that a lot of gw players are new and they don't know better. &amp;lt;&amp;lt; Same thing right as right now. A leader could just as easily kick everyone when all the NPCs are bought&lt;br /&gt;
* &amp;amp;nbsp;^^^only a moron would do that, why would a guild leader wanna kick all his members once the npc are bought? the point of a guild is to have members hence no guild leader would kick members who are loyal bc he would need to recruit again, the person who thought of that is a complete dimwit who smokes too much weed&lt;br /&gt;
&lt;br /&gt;
I think the idea of a guild bank is an execellent idea. The guild I am in now has a second account that is used for many items to be stored as well as gold. These items are contributed by ANY member who &amp;quot;chooses&amp;quot; to add to it, so in essence dont give it if your gonna miss it. These items and/or gold are used for when members are in the need. However something like this could prove to be a difficult task in trying to add this to the game. Even though I think it would be an EXCELLENT idea!! :) The leader and officers should be able to access it. If I were gonna try and add something like this I think I would need to make it so maybe 2 people have to remove the items. I'm not really sure how you could protect the leader from kicking everyone and taking all the items and gold. However, I've not personally come accross any people in GW that would do something like that. It's really not that easy to build a guild and keep your members.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   [[Category:Guild suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>98.207.145.217</name></author>
	</entry>
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