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No Trolls allowed here! If you disagree with something,
say it with constructive feedback please.
Feel free to share additional your ideas.
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W E A T H E R
Sunshine is boring.
Let us feel the power of nature!
Remember, what do you feel when you’re under a cover in the street, while heavy raining? A little excitement, am I right?
A nice rain, or even better, storms! It will spin things up, i’m sure!
Inside and outside the cities. Random, and long (1-2 hours) duration.
NOTE: 50% of effectiveness comes from the sound effects, so they need to be perfect.
Some area styles shoud have their own kind:
- Orr: HEAVY Thunder and raining. Purple zapps. Dark fog. It will make those boring areas 10 times more exciting!
- Jungles: Raining, some deep thunder, white fog. I hope we won’t get lost :S
- Black Citadel: Acid rain, gray smoke. Who cares? Heat up those smelters!
- Divinity’s Reach: Light rain, windy. I’m glad I bought that fur coat! <3
- Lion’s Arch: Mid strong beach storm. Isn’t the best time to sail out, right?
- The Grove: Crystal clean raindrops, rainbow. I feel life!
- Hoelbrak: Snowy & Windy. Outside, sometimes heavy ice storms. By the Bear’s spirit, this was a strong one!
- Rata Sum: Less rain than thunder. Excellent time for some special experiment!
- Crystal Desert: Burning sun, mirror-like reflecting sand at distance, sometimes Heavy sand storms! I…need….water!
Stick to the Concept
Whats up with all of those beautiful concept arts we have and none of them made well?
As I see, for example, someone draw Ebonhawk perfectly. Its giant, its a real fort amongst the mountains.
And what we got now? A flat, square shaped little town that supposed to be Epic. No. Its more like a pathetic amount of stone bricks.
If the concept artists made great job, let their dream become ""reality"". Even those giant sculptures on the side of the mountain crack road…. Why we can’t see them?
Old scuplture ruins on the field? Awesome armors that made badly in 3D?
This is a very important part that needs a lot of attention. This game needs epicness, and concept designs are one of the best ways. Use them.
Dungeon Redesign Concepts
Players will decide, which pats they want to complete the dungeon on.
The paths are all logical, which means they are making a progress to weaken the endBoss, or to have a weapon against it, or make themselve stronger, so they can finish the boss off.When they are about to finish the chosen path, they have a new vote for the final tactic move.
Examples:
Dungeon of Arah. The party chosed to gather the parts of a crystal shield, which was the property of an ancient great warrior who tried to beat the endBoss, but the shield cracked into 5 pieces during the finght long ago.
(Including a GW2 brush-style cinematic of the tale)
The shards gives power to the little bosses who guards them.
Since the endBoss shoots destroying energy from its eyes, the path finishes can be the following:
- They re-forge the shield with a spell (NPC follower does), and one party member can wield it, and reflect the damaging bean onto the boss itself. The others are luring and damaging the boss.
- The members absorb the shards with a spell, so they are all a bit reflective, which means they’re all stronger until they complete the dungeon.
- They place the shards around the boss, making an energy bulb, and as long the boss is inside, its weaker, and can’t damage players outside.
- Or they go the top of the endBoss’s hall through a hard jumping puzzle, at the end of it they blow up the stones so the sunlight lights parts of the room.
They place the shards there, making damaging sunlight fields which weaks the boss down and buffs the players up.
Towns and Villages near Roads
Some of them would add a lot to many explorable area. I mean, the game already has some, but we need more, and they need to be bigger. More opportunities. More activity (gathering, palying with children for karma, helping people out, etc)
Time-scale
Actual time-scale is very fast. Reduce it to 2+2 hours peroids.
It feels really bad when the nights are bright, and short. Let it be darker and longer in duration. Sigil of Night and Day should be balanced to the lengh of the peroids.
If its 2 hours of Daylight with +10% dmg, 2 hours of Nighttime should have equal +10% dmg, or if its only 1 hour, then around +15%
“A man chooses; a slave obeys.” | “Want HardMode? Play Ranger!”
(edited by RoyalPredator.9163)