Dragon Ball - so close yet so far

Dragon Ball - so close yet so far

in Dragon Bash

Posted by: TimeBomb.3427

TimeBomb.3427

Overall, I really enjoyed Dragon Ball. For the first couple games. It’s a decent Quake-like minigame, but all of the problems start to get very frustrating, very quickly.

Let’s see, what to start with…

- Lag. Instanced minigames in GW2 tend to lag more than the rest of the game, and this is even more problematic in Dragon Ball. Any lag, even minor, really throws off the entire game when interacting with the lagging character. I’ve seen projectiles do some really odd, frustrating things when I’m attacking or being attacked by someone who is lagging.
Not only should lag in minigames be reduced in general, but people with similar pings should be prioritized together in the same match, as to lessen the “why is X lagging so much” frustration.

- Grouping is very, very powerful. If your PUG doesn’t do this as well as the enemy PUG, you will often end up losing solely because of it. Yet ally dots are nowhere to be seen on the minimap. Allies’ dots and nearby (similar-elevation) enemy dots should be visible on the minimap. This would help a lot of PUGs.

- Health drops too fast. We need more max health. Or we need to regen health when we kill enemies.

- Attacking the same person in this type of game is extremely vital, but a PUG often doesn’t understand this, even when someone is marking targets. Perhaps making it more obvious that someone is low health, such as putting an aura around them, would help this problem.

- In the same vein as the above, with no noticeable effect once I get hit by damage, and no enemy dots on my minimap, and no footstep-esque sound effect a-la FPSs, it is much harder to notice that you’re getting hurt or about to get hurt than it should be.

- The damage buff is blatantly overpowered. It should have only been 2x damage, not 4×.

- Matches with only 2-3 people on each team last too long. The points per kill should be adjusted based on your team’s size compared to the enemy’s team size. This would also help outnumbered teams.

- Something needs to be done about outnumbered teams. Maybe nothing directly can be done (other than the above idea), but ideally someone would be locked out of Dragon Ball for at least 10-20 minutes if they leave mid-match.

- Dodging into the jump pads for a higher jump is not a good mechanic. I dodge into the pad as to escape damage and I get wildly shot up into air and take more damage, not less, because I’m exposed for a longer period of time. Not cool.

- Too repetitive. Do something to better spice up / randomize the game.

(edited by TimeBomb.3427)

Dragon Ball - so close yet so far

in Dragon Bash

Posted by: Rukh.9287

Rukh.9287

Yeah this one is the worst by far.

Dragon Ball - so close yet so far

in Dragon Bash

Posted by: Reloading.3260

Reloading.3260

Tip for Anet.

Playtest at 150+ latency.

That’s how half the world plays your kitten.