BASE jump/hang glider mechanic!

BASE jump/hang glider mechanic!

in The Edge of the Mists

Posted by: ZaidDyan.3057

ZaidDyan.3057

Who thinks EoTM is crying for some sort of BASE jump skill, or hang gliding skill, a la Far Cry?

BASE jump/hang glider mechanic!

in The Edge of the Mists

Posted by: Caveth.3268

Caveth.3268

In the Edge of the Mists you can jump down from the top of the really tall towers into the buckets of water for hidden achievements. Still, a hang glider sounds really cool. :p

BASE jump/hang glider mechanic!

in The Edge of the Mists

Posted by: SlothBear.9846

SlothBear.9846

Oh please give us Saints Row 4 style superpowers please please please please.

BASE jump/hang glider mechanic!

in The Edge of the Mists

Posted by: Curunen.8729

Curunen.8729

Hell yes! Any mechanic that allows gliding/flying would make the whole thing a lot more fun.

BASE jump/hang glider mechanic!

in The Edge of the Mists

Posted by: DoctorOverlord.8620

DoctorOverlord.8620

Hell yes! Any mechanic that allows gliding/flying would make the whole thing a lot more fun.

I wonder if there might be any tactical possibilities? It would be pretty cool to see a whole guild come gliding down lol

Check my GW2 Comic Dynamic Events http://goo.gl/JyB3J (Short Google Link to Fan Content Forum here)

BASE jump/hang glider mechanic!

in The Edge of the Mists

Posted by: Dahkeus.8243

Dahkeus.8243

That would be amazing. I miss jumping off cliffs in WoW and using slow fall. =(

BASE jump/hang glider mechanic!

in The Edge of the Mists

Posted by: Orpheal.8263

Orpheal.8263

I’d like to see Gliders as some kind of new Tool buyable by money from NPCs that should stand at the top of the towers, when the towers get upgraded

Currently I ask myself, why the towers and keeps have not like in the normal wvw maps Upgrade Options to make them a bit harder to conquer.

Currently is imo way too easy for the zergs to steamroll through the maps crushing gates in a matter of a few seconds…

In general, ANet has realyl alot to do in WVW to improve the Defense Mechanics in WvW.
Thats one big reason, why WvW is alll about zergs, because the defense mechanics in WvW just plain suck hard.

Its alot easier to play offensively in WvW and zerg farm all day long, than it is to defend effectively for a long time your places.
Its far more rewardign to run in a Zerg in circles, than it is to defend a place successfully.

It should be imo the other way arounmd, because defendign places is much much rarer, than conquering something in WvW, that happens alot more oftenly.
Defensing successfully something imo should be therefore alot more rewarding, so that players actually have a good incentive to stay at the place and give everythign for it to make the defense a success instead of fleeing directly, one alot of enemies are coming and maybe trying to hold them off just only long enough until the first timer did run out….

Defense rewards imo shouldn’t also be based on a stupid timer.. the defense rewards should just become better and better, so more enemies you kill over time.
That wa you again get an incentive to defend the place as good as possible and stay at the place to kill as many invaders as possible, because you know, so more you kill, so better will be the reward at the end for you after a timer has run out after that no enemy has been killed within a certain time limit and thats the only spot where a time limit imo makes sense, – one that decides over it when exactly the assault is over and when the point has come to give all the defenders their rewards leadign to a restart of the defense event, should some invader try to attack your location again after the reward ha been given out.

Example..

Your keep gets invaded by an enemy zerg of 100 people for the initial attack. You defend of your keep, kill all of the 100 invaders, over the course of time of say 10 minutes they keep on trying to get your keep, so you kill off more and more reinforcements until the point comes, where they rethink their assault and flee cause they see in, that they have no chance,
So the defense is basically over, no one gets killed anymore. After x minutes of no enemy beign killed anymore, a timer of 1 minutes starts. If that timer runs out, the defense reward is being given out to everyone who participated in that defense based on the amount of killed enemies and not based on the amount of time that you defended the place

If you killed for example 100 players, the reward coukd be 1 guaranteed WvW Rank Up, so 5000 W-Exp, that would make 50 W-Exp per Player Kill.
After the first 100 Kills, the Bonus reward for addittional player kilsl could be naturally lower to make defenses not too rewarding, but they definetely need to become alot more rewarding than to conquer somethig like a tower or a simple keep

However, I got offtopic xD

Back to the gliders… I thing it would be alot of fun to use gliders from the huge towers to glide down to the points where you want to get to.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

BASE jump/hang glider mechanic!

in The Edge of the Mists

Posted by: Avascar.9237

Avascar.9237

Air combat, steampunk wings, Charr helicopters.

All too good to be true.