What I think so far...what could be improved...

What I think so far...what could be improved...

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Posted by: Cryphar.4312

Cryphar.4312

I have been playing GW2 since release and have been having a blast, even tho I’m still at level 73 instead of grinding to max I have been taking the slow approach and have been exploring the world and seeing things with no hurry to max, this games almost tells you not to hurry up to max just relax and enjoy the ride, also I don’t have that much time to play it. Now there a couple of things I would like to point out that ANet clearly try to change from your traditional MMO but I think they could have done better.

1st and foremost the level system, this is an old approach that encourages progression, problem is in most MMOs this turns into grinding, and makes lower level maps unrewarding, ANet tried to fix this by downscalling the level/stats or like in WvW upscaling them, why not get ride of levels all together? I think this game is design in a way that could actually get way with it.
Instead of levels and exponential experience, get rid of it and make exp more like a currency where players can buy stats upgrades, something like what traits already give but in a more robust and customizable way, if anyone here has played FFX, you will know what I’m talking about. Also instead of downscalling the player to that area of the map, only downscale it for dynamic events and Skill challenge Some would say “but what about hearts?”, no need hearts aren’t really that challenging anyway and not all of them involves killing mobs so I don’t see why the need to downscale the player stats for hearts, Dynamic events on the other hand would require it, there needs to be a balance because the downscaling might seem a good idea to challenge the player but it also removes a little of the progression sensation.
I’m just giving a crude idea, but I think with more refining ANet could actually get rid of levels has a standard.

Next is the push back, I notice that you can not push mobs off a cliff but they can push you, I find this absurd, wheres the fun in that, if ANet wants to prevent ppl from pushing mobs from cliffs, just give stronger mobs a passive skill that prevents pushing, but the rest should be able to be push-able.

I play a Ranger and its long range, the point is if I’m long range I will always look to be as far as possible from my target if possible in higher ground, now what iskitten is that most of the time If I have the high ground I won’t be able to hit my target it will just get in invulnerable state, this happens if the AI can’t find a path to me, this is fine if I’m in some point where you can only get by platforming, but more then often this isn’t the case where simply because of the AI limitation of path finding it will enter this state and prevents me from killing it, I mean whats the point of being long range if you can’t even take advantage of higher ground. The right way to do it is, 1 improve AI path finding and 2 when it doesn’t find a path run away from who ever is attacking it, but not healing it self up.

And finally another complaint about Long Range, I notice that in WvW range is wrongly done, has it is now Long Range is actually Mid Range and short Range is pretty much CQC. This only affects WvW because of the sheer size of it, you can have at times 50+ if not even more players in a very small area, this ends up being a mess, and when you want to position strategically your team by range you notice that long range are way to close the the battle because their range isn’t big enough making them easy pray, and I’m not talking about rangers here I’m talking in general, Long range skills should have more range and less dmg while short range ones better dmg at the expense of range, Long range needs to be pushed a notch.

I know its a wall of text but this is just what I think could be done to improve the game.

Cheers and feel free to comment.

(edited by Cryphar.4312)

What I think so far...what could be improved...

in Suggestions

Posted by: asperbianca.3196

asperbianca.3196

Also instead of downscalling the player to that area of the map, only downscale it for dynamic events and Skill challenge Some would say “but what about hearts?”, no need hearts aren’t really that challenging anyway and not all of them involves killing mobs so I don’t see why the need to downscale the player stats for hearts, Dynamic events on the other hand would require it, there needs to be a balance because the downscaling might seem a good idea to challenge the player but it also removes a little of the progression sensation.

Next is the push back, I notice that you can not push mobs off a cliff but they can push you, I find this absurd, wheres the fun in that, if ANet wants to prevent ppl from pushing mobs from cliffs, just give stronger mobs a passive skill that prevents pushing, but the rest should be able to be push-able.

I play a Ranger and its long range, the point is if I’m long range I will always look to be as far as possible from my target if possible in higher ground, now what iskitten is that most of the time If I have the high ground I won’t be able to hit my target it will just get in invulnerable state, this happens if the AI can’t find a path to me, this is fine if I’m in some point where you can only get by platforming, but more then often this isn’t the case where simply because of the AI limitation of path finding it will enter this state and prevents me from killing it, I mean whats the point of being long range if you can’t even take advantage of higher ground. The right way to do it is, 1 improve AI path finding and 2 when it doesn’t find a path run away from who ever is attacking it, but not healing it self up.

The downscaling is a great feature of GW2; it’s one of my favorites to be honest. I love the idea that I can get close to the same experience in a level 15-20 map at 80 that I could at level 15-20. There is little to no enjoyment rolling over everything.

I absolutely HATE being pushed off of a cliff, to my impending death mind you, by a mob. If the mobs can push us, we should be able to push them as well.

I believe the reason that the mobs were designed to go invulnerable, when being attacked off path, was to prevent people from glitching mobs and/or killing them without ever being in any sort of danger; this is a good thing. The thing that I don’t like about some of the mobs is that they are able to hit me but I can do no damage to them; they are either invulnerable when I try or my view is obstructed. If the mob is able to hit me, I should be able to hit them back, otherwise make me invulnerable to their attacks.

I can agree with improving the mob’s path to get to the player, or making them run away from taking damage when they cannot see the source of it, but I can’t see being able to stand on a ledge above a troll, for example, and being able to snipe it.

What I think so far...what could be improved...

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Posted by: Cryphar.4312

Cryphar.4312

The downscaling is a great feature of GW2; it’s one of my favorites to be honest. I love the idea that I can get close to the same experience in a level 15-20 map at 80 that I could at level 15-20. There is little to no enjoyment rolling over everything.

Actually you don’t get nearly has much exp from that not even close, you should tho.

What I think so far...what could be improved...

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Posted by: asperbianca.3196

asperbianca.3196

I wasn’t referring to experience as in what is needed to level, but the experience that you get from playing the game in general.

What I think so far...what could be improved...

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Posted by: Cryphar.4312

Cryphar.4312

I see, I was pointing out that despite the fact they downscale your level, you don’t get the same exp, but you should other wise its not rewarding enough to make ppl wanting to go back to starter areas, and that is the point of downscaling in the 1st place.

What I think so far...what could be improved...

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Posted by: Patu.9827

Patu.9827

Next is the push back, I notice that you can not push mobs off a cliff but they can push you, I find this absurd, wheres the fun in that, if ANet wants to prevent ppl from pushing mobs from cliffs, just give stronger mobs a passive skill that prevents pushing, but the rest should be able to be push-able.

Cheers and feel free to comment.

Yes! Absolytely you should be able to push mobs off a cliff. This would be nice, also, very very cool!

Vaka Patu – Warrior – [TLA]