Tequatl: Positive Things
- Players need to know the fight to succeed. BUT, they can still hash it together on the run. That’s important…
Practically everything I’ve been ‘complaining’ about.
Your design of this fight was very good.
- It’s much more difficult than the other fights you’ve made.
- Chance of failure is pretty high. Hopefully the reward is pretty good.
- Players need to know the fight to succeed.
- There’s a lot more going on than the near cinematic experience of most boss fights.
- Despite players being angry during the fight, there seems to be enough good manners amongst them (or common sense) to revive people when they are down (for now).
—- revive really needs to be more important to people or the social climate of this game is going in the pits though.
Comments:
Really, the fight is a good experiment. It shows you’re trying to make the dragons a little less static and a little more difficult.
Suggestions:
In the future make dragons act like dragons? Currently they all simply stand in front of guns and die.
How about having them move around the map a bit? Torment the world just a little. These are dragons right? Severely temperamental mesh objects?
- Players need to know the fight to succeed. BUT, they can still hash it together on the run. That’s important…
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