Visited Divinity/my two cents

Visited Divinity/my two cents

in Guild Wars 2 Discussion

Posted by: CJH.2879

CJH.2879

Hi all, I learned that ANET officially visited the city of Divinity’s Reach a couple of days ago & was asking about possible suggestions to be implemented into the game. Unfortunately I wasn’t online at the time & just wanted to add my 2 cents to the suggestions box. (Please view & if you agree please say so).

I’ve made suggestions before which were in fact implemented in past game titles, so please have a full read of the suggestions I’ve put forward before dismissing them. I came up with these idea’s (some of them) purely through “the need for them” to help improve the overall dynamic of the game & help make the experience more enjoyable>>

=First & foremost the current map a player is on, when trying to finish a map theres nothing quite more frustrating then trying to find that last few poi (points of interest), vistas, skill points or hearts. Add in a “highlighter/indicator” of whats left & where on the map when hovering cursor over these for the current map.

-Once again maps (for achievements), I’ve still got shiverpeaks explorer like at 99% because I have no idea where the last bit of map is that I missed (please don’t confuse this with world map completion). Please highlight/indicate whats left & where so players can finish off there exploration achievements.

-Add in specific achievement awards for players whom soley focus on a specific playstyle. For example for healing/resurrecting/helping downed players……… or another example>>for taking damage (blocking a certain amount of times for yourself or others/absorbing a certain amount of damage or for purely dishing out dps or a certain amount of conditions. This will help promote players to take on “other roles” rather then just going all out berserker & killing anything that moves as quickly as possible in PVE.

-This is something I personally miss>>Engineers were one of my favorite class’s until “the timer” was implemented on there turrets (which as a result I rarely use now). I don’t want a timer to explode them after a certain time & as long as I’m nearby defending them I want them to stay put untill either A: I remove them myself or B: enemy kill’s them & if I leave a certain radius they should then explode to avoid ppl exploiting them. I always missed bunkering down with them & defending in dynamic events (some of which can last a long time & halfway thru they all blow up for no good reason…. a timer killed them??>> i mean seriously?).

-Allow for further customization in traits (give us more options on elite traits). Some of us like to really focus on something quite specific in traits. My advice is look at whats already there & see what can be improved on it even further at an elite level.

=My final suggestion (for the moment)…. give us a bunny pet for rangers!!! =D We already have birds…. why not a bunny rabbit???

Thanks to all whom have a view/read…. please feel free to add in your own 2 cents & let me know if you approve of the above suggestions?

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Visited Divinity/my two cents

in Guild Wars 2 Discussion

Posted by: Danikat.8537

Danikat.8537

I don’t agree with your first point. Although it can be annoying to think you’ve finished and then realise there’s something you’ve missed it’s relatively easy to find what you’ve missed if you look carefully over the map.

Sometimes it can be because there’s an area with just one thing in it that you haven’t uncovered, but since all the maps are basically square or rectangular with open water or high cliffs around the edge those are also usually easy to spot.

About your second point the place you’re missing is probably Griffonrook Run. It’s an area down the side of Lornar’s Pass which is easy to miss because it’s right on the edge of the map (where it can look like there’s nothing more to find), there’s nothing there except a jumping puzzle so you can get the map completion reward without going there and the entrance is well hidden so you’re unlikely to stumble across it.

If either of these was going to be highlighted in-game it should be optional, something players have to turn on when they want a hint. For me and many other players who enjoy exploring the fun comes from finding things yourself, getting stuck and then having that “Ah ha!” moment when you figure it out is part of what makes it fun.

If the game let you almost finish and then took it out of your hands and started pointing you exactly where you need to go that would ruin it. It wouldn’t be fun any more, you’d just be following instructions to check points off a list. If you want to do that you can always use the wiki or a fan site to compare your map to a completed one.

Danielle Aurorel, Dear Dragon We Got Your Cookies [Nom], Desolation (EU).

“Life’s a journey, not a destination.”

Visited Divinity/my two cents

in Guild Wars 2 Discussion

Posted by: CJH.2879

CJH.2879

All my friends/guilds I’ve talk to have had those moments where they’ve not been able to find those last things missing on a map. At the very least they’ve indicated (as have i) that we would at least be appreciative of having the option to find whats missing and where on a map. For those that don’t want it, leave the option off.

That way those that wanna explore & find it can & those of us whom get frusterated by not being able to find those last somethings can then find what we’re looking for.

I have a bad habit (as do my friends) of missing things right of me. Yes I’ve got world map completion but have had to refer to Wiki quite a few times on quite a few maps, even doing it again I still can’t find alot of stuff without referring to it. I vote yes on having that option implemented!!! =D

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Visited Divinity/my two cents

in Guild Wars 2 Discussion

Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

I have to agree with the poster above. One of Guild Wars 2’s core gameplay attractions is supposed to be exploration. (You can read the Devs speaking about it in numerous pre-launch interviews.) To turn map exploration into nothing but a checklist seems counterproductive. There are some avenues to help with completion both in-game and out. Scouts and the wiki or other sites, to name some.

As for achievements, the Dailies often list certain game mechanic goals such as reviving, dodging, etc.

Each to their own, but those aren’t features I, personally, would want development time spent on.

Good luck with your suggestions, though. =)

Visited Divinity/my two cents

in Guild Wars 2 Discussion

Posted by: CJH.2879

CJH.2879

Guys, come on seriously, are you really reading what I’m writing or just shooting it down in flames because you yourself disagree with it completely & in your opinion that the map indicator takes away from game experience/fun/enjoyment factor?

I’ve read the other posters comment & we came to a very sensible compromise, those that want the map indicator can turn it on, those that don’t can leave it turned off & in no way whatsoever does this impose on your personal experience or belief of how the game should be enjoyed/played.

For me “personally” exploration is a mixed bag, I get through most a map without any problems finding the majority of things on it with no problems… but there always a few things that I simply cannot find (hours later) and it frusterates me beyond belief, at that point “for me”, the “fun factor” goes out the window.

I don’t think I’m asking too much by implementing the option for it. Because at the end of the day (lets face it) the majority of us is going to end up wiki it & looking back and forth between maps to find whats missing…. its gonna happen regardless. So why not make it easier on everyone & implement the option? Play it the way that you like & I’ll do likewise. (We’re all happy then) =D

As for achievements…. I wasn’t referring to daily achievements (which I’m well aware already has things like daily revives)…. I was referring to a more in-depth reward system centered around specific playstyles which would encourage different roles to achieve specific goals.

An example reward is a piece of armor set specifically for a character that has achieved a very specific role (and not easily obtainable in just 1 day but over a long period of time). Just an example>> a character whom has healed certain amount of pnts, revived, protected, group healed (constantly over a long period of time would eventually receive say “Saintly Armor Set” pieces.

Another example…. character whom has inflicted certain amount of conditions constantly for single/multiple foes, drained life, dps’d would recieve say “Blood Armor Set” pieces. These are purely just examples & would reward players for achieving a specific role. I’m well aware that theres already a achievements chest in place…. but my idea is more centered around character class’s/roles & specific roles during group combats. Just suggestions =D