12:07 pm, October 12, 2013
212
Proffession Quests
Hey guys, have not posted here in a long time, how are things?
Just posting something that has been bugging me when I roam around Tryria.
You ever feel like your proffession does not feel like a proffession at all, and your just "Happen" to have the skills you do? It may just be my character development obsessive juices flooding over again, but I play my thief and I don't feel like one. I don't even feel like an assassin. What I DO feel is that there could be much more story behind the classes in Guild Wars 2.
What really are elementalists? How do they use their power? Is it a natural, spiritual, or just knowledge thing? Are elementals a direct relative to the powers of an elementalist? How did it all start and what is stopping an elementalist from tearing apart a continent in search for the limits of the elementalist's potential? Creativity is truely a weapon with these people, how far can the powers keep up with the imagination?
Do Guardians get their power from the gods or are they just magic warriors? Are they actively seeking out divine powers, or are they just blessed with an uncommon ability? Do they have a zealous and pieous devotion to their work? Or are they just normel men and women bound together by a mystical power?
How deep does the world of the thief go? How dark and secretive are they really, and what plans, if any, do they have on the world? Who trains people to steal and assassinate? Where, in the shadows of their labor, do they draw the line between what is truely beneficial for the people, and for themselves?
New ages test a warrior's value. Guns are replacing bows, golems are replacing swords, do the generals and commanders fear for the future of the martial arts or do they take what they can get and develop as time goes on? When war is over and the dragon's are ******, what will become of the warriors? Will they just be teachers of a turbulent age? Or will they continue their craft, even to the point of political disdain?
Necromancers are almost as mysterious as thieves are, but far more frightening. What dark arts do they hold back from the world when ***** itself is a plaything to these people? How far is ones sanity tested when ***** and disease are commonplace among their enemies? Could one simply stop being a necromancer and start a fresh life? Or are they like war vets, forever changed from past experiences?
Engineers are the pioneers of the new world, but who's envisioning this new world? Engineers have a very special place in Tyria as they can create a new age of industry, but somone has to know they can make a profit by their work. They have the know-how to build factories that could make weapons for a fraction of the manpower needed before, but how charitable are such inovations, and who's guiding the reconstruction of this new age? Who's truely benefiting?
Rangers are free spirits and common adventurers, but the blank spots on the world map are being filled in and nature is becoming more tamed by the decade. Great beasts are game for hunters, trees are building blocks for engineers, and even lakes are becoming poluted by collosal machines. The home of the ranger is shrinking, do people in this path of life have a resentment for modernization? Or do they try their best to limit such advances? Are some rangers even so angry as to sabotauge work efforts? Have rangers tried finding ways to charm greater beasts like griffons and dragons? Do some rangers get so in-tune with the primal power of nature that they break off from cociety and create their own tribe?
In short, I'm just saying there's a lot of potential to add more story to a character, particularly in class missions. Thieves steal stuff, it's what they do. Sometimes they may even be contracted to **** a person. However I play my thief like any other class in Gw2, and it makes it seem, repetitive, in a way. I'd be very interested to know what the real world of the thief was like, or how a guardian truely lives.
Would be a good way to make money too if they had a larger than average gold/silver sellout in these quests. I mean, you are doing your actual job for once, I'd expect to get paid too.
Was just a thought that occured to me, not at all enforcing this (unless this gets overwhelming support) just thought it would be something fun to discuss or even suggest to the devs at some point.
Just posting something that has been bugging me when I roam around Tryria.
You ever feel like your proffession does not feel like a proffession at all, and your just "Happen" to have the skills you do? It may just be my character development obsessive juices flooding over again, but I play my thief and I don't feel like one. I don't even feel like an assassin. What I DO feel is that there could be much more story behind the classes in Guild Wars 2.
What really are elementalists? How do they use their power? Is it a natural, spiritual, or just knowledge thing? Are elementals a direct relative to the powers of an elementalist? How did it all start and what is stopping an elementalist from tearing apart a continent in search for the limits of the elementalist's potential? Creativity is truely a weapon with these people, how far can the powers keep up with the imagination?
Do Guardians get their power from the gods or are they just magic warriors? Are they actively seeking out divine powers, or are they just blessed with an uncommon ability? Do they have a zealous and pieous devotion to their work? Or are they just normel men and women bound together by a mystical power?
How deep does the world of the thief go? How dark and secretive are they really, and what plans, if any, do they have on the world? Who trains people to steal and assassinate? Where, in the shadows of their labor, do they draw the line between what is truely beneficial for the people, and for themselves?
New ages test a warrior's value. Guns are replacing bows, golems are replacing swords, do the generals and commanders fear for the future of the martial arts or do they take what they can get and develop as time goes on? When war is over and the dragon's are ******, what will become of the warriors? Will they just be teachers of a turbulent age? Or will they continue their craft, even to the point of political disdain?
Necromancers are almost as mysterious as thieves are, but far more frightening. What dark arts do they hold back from the world when ***** itself is a plaything to these people? How far is ones sanity tested when ***** and disease are commonplace among their enemies? Could one simply stop being a necromancer and start a fresh life? Or are they like war vets, forever changed from past experiences?
Engineers are the pioneers of the new world, but who's envisioning this new world? Engineers have a very special place in Tyria as they can create a new age of industry, but somone has to know they can make a profit by their work. They have the know-how to build factories that could make weapons for a fraction of the manpower needed before, but how charitable are such inovations, and who's guiding the reconstruction of this new age? Who's truely benefiting?
Rangers are free spirits and common adventurers, but the blank spots on the world map are being filled in and nature is becoming more tamed by the decade. Great beasts are game for hunters, trees are building blocks for engineers, and even lakes are becoming poluted by collosal machines. The home of the ranger is shrinking, do people in this path of life have a resentment for modernization? Or do they try their best to limit such advances? Are some rangers even so angry as to sabotauge work efforts? Have rangers tried finding ways to charm greater beasts like griffons and dragons? Do some rangers get so in-tune with the primal power of nature that they break off from cociety and create their own tribe?
In short, I'm just saying there's a lot of potential to add more story to a character, particularly in class missions. Thieves steal stuff, it's what they do. Sometimes they may even be contracted to **** a person. However I play my thief like any other class in Gw2, and it makes it seem, repetitive, in a way. I'd be very interested to know what the real world of the thief was like, or how a guardian truely lives.
Would be a good way to make money too if they had a larger than average gold/silver sellout in these quests. I mean, you are doing your actual job for once, I'd expect to get paid too.
Was just a thought that occured to me, not at all enforcing this (unless this gets overwhelming support) just thought it would be something fun to discuss or even suggest to the devs at some point.