[Suggestion] Class Trials
This sounds like a cool idea! Getting to know your class, learning tactics/tools that you might have missed, combo fields/finishers available to class. Very cool ^^
Loved this concept and doesn’t seem off of development possibilities. +1
Dance for me, little thiefprincess, dance for me.
These seem like artificial challenges with no relevant ingame background.
They remind me of a students joke:
If a chemistry and a math student are asked to learn the phone book of New York by heart, the math student asks: “why?” and the chemistry student: “until when?”
Dance for me, little
thiefprincess, dance for me.
These seem like artificial challenges with no relevant ingame background.They remind me of a students joke:
If a chemistry and a math student are asked to learn the phone book of New York by heart, the math student asks: “why?” and the chemistry student: “until when?”
Funny, I my country the students in medicine are the ones who answer “until when ?”.
On a more serious note, this is something that should be implemented as an upgrade to an hypothetical Guild Hall. People already suggested this during the relevant CDI. However, instead of building artificial challenges, whe should be given the tools to spawn ennemies in a controlled environment to test guildmates.
When newbs in my guild need to be taught how to play their class, I teach them myself instead of relying on some artificial exercise. People don’t want to feel they are at school when they play game.
I think this would be good if it’s something lower level players can access. When I first started playing I was mostly pressing random buttons and hoping for the best, even well after hitting level 80. Eventually through enough forum lurking did I become aware of what I was doing wrong but nothing in the game give me any clue as to what I was missing out on. I didn’t even know combo fields were worth anything until I heard of ele might stacking.
I agree with Silmar and VodCom though, it does seem a bit artificial. It would have to be really well implemented and have some practical purpose to it or it would just seem unnecessary and awkward. It would also have to be optional because not everybody needs or likes this kind of thing.
This is something that could work well and be like ‘a sensei training master’ school side area.
It would be a good idea- I have seen so many people not understand combo fields which ones make what and the boost it gives.
Something which is repeatable would be fantastic and go into things in real detail without having to read the wiki when things change.
This is more like what I wish they could do for the trait unlocks. Short, skill-based tasks that can be tried/re-tried anytime.
Heck, the skill trainers could act as instance-creators to something that, gasp, trains actual player skill.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
so what you want is even more kids friendly stuff in GW2?
i rather have them tone down this kiddy stuff before they add anything new to learn, this patronizing is getting ridicules >_<
similar to Shing Jea back in gw1.
This sounds like a very good idea to me!
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
Yeah, they had a similar thing in GW1 Factions. You’d have mini-quests where you’d be given specific types of skills to do specific things (slowing down a running enemy, using blinds, staying alive for a certain amount of time, etc.). They were good ways to introduce newer players into different types of attacks and defenses.
I think this would be good if it’s something lower level players can access. When I first started playing I was mostly pressing random buttons and hoping for the best, even well after hitting level 80. Eventually through enough forum lurking did I become aware of what I was doing wrong but nothing in the game give me any clue as to what I was missing out on. I didn’t even know combo fields were worth anything until I heard of ele might stacking.
I agree with Silmar and VodCom though, it does seem a bit artificial. It would have to be really well implemented and have some practical purpose to it or it would just seem unnecessary and awkward. It would also have to be optional because not everybody needs or likes this kind of thing.
I envision that there will be easy trials for new players to learn the basics and difficult trials for veteran players to squeeze out all possibilities from a class. I also wouldn’t imagine that players should be forced to complete these trials, but there should be a way, in-game, to learn complex ideas such as might stacking.
so what you want is even more kids friendly stuff in GW2?
i rather have them tone down this kiddy stuff before they add anything new to learn, this patronizing is getting ridicules >_<
I wouldn’t say kid friendly but a much more comprehensive demonstration of completing specific skills and actions. For instance, characters are made aware of combo fields through a leveling reward, but he/she is never really “taught” in game.
Through a trial, more information could be presented to players. Players would be more inclined to study traits and determine what could help complete a trial.
Example:
Elementalist Trial 25 – Using all weapon and utility skills, gain 25 stacks of might.
Warrior Trial 15 – Using a sword and utility skills, gain at least 15 stacks of bleed.
People proficient in these classes could easily complete these, but there are tons of players who have never even looked at their skills close enough to know. I believe that through these trials, people would be less inclined to just “1-2-3-4-5” rinse and repeat.
It always amazes me when I ask for a fire field (looking at some eles out there) who have been playing the game for 2 years and don’t understand lava font is a fire field so we can might stack.
Unfortunately sometimes the reaction we get is to get told to go away and naff off (this is the polite version) . This can make the game difficult to play together as people don’t understand there class at all or understand team work (a second person can blast that fire field for lots of might= foes die faster)
Problem is there are lots of players who don’t understand he basic combos and how to get them.
Something is needed along this line so the Experienced and new players can learn to play at an advanced level without thousands of hours of trial and error.
Make this an optional zone throw in some AP it encourages everyone to achieve the trials and we will have a better player base out there who at least understands some of the teamwork and basic concepts better.
good idea…………….