Seamarshal Belit / Initiate Xun Tsu / Mistwarden Roshone
Seafarer’s Rest | Northerner @ Dragon Season
I KNOW we haven’t even got the feature yet; but it seems kind of tedious you need to be falling in order to deploy your glider and wait for the opportune moment to fly off.
As mentioned by MattVisual in this interview (I’ve linked the exact moment for reference in this thread), I think we already now need to make the developers aware we want the option to deploy the glider simply by running off a cliff pressing some deployment keybind at our leisure, or even running down a hill and jumping into the air and then deploying it.
Simply put; ArcheAge did one thing right, and that was the glider. Guild Wars 2, you cannot give us a suboptimal glider. If anything, make it part of the mastery that not only can you deploy the glider as an emergency when you fall (default for 1 pt invested), but at a stage you also learn to deploy the glider running downhill, e.g. at will.
Anyone else agree?
(sorry if it’s already been mentioned, did a search but couldn’t find a topic to bump)
I agree 110%
I really looks…odd otherwise!
Immediate deployment or even pre-deployment is fine with me. Mind you the problem is that ANet doesn’t want people being able to deploy just by jumping, or running over a low hill. The fall mechanic seems to have been in place because ANet only wanted it to be deployed in certain conditions. The issue with instant deployment is that programmatically how the game know the difference between falling off a high cliff or falling off a small hill?
Well like it was in Aion, you just need to be in the “air”, so basically a double “space bar” (the key for jumping and deploy wings if in the air) and you are gliding.
Imho easy to set up and less cluncky than actual (even if it’s more real, but hey, we still pull out the glider out of…nowhere XD )
Mind you the problem is that ANet doesn’t want people being able to deploy just by jumping, or running over a low hill.
I get that it’s your impression Anet doesn’t want that, but going with that, why wouldn’t Anet want that? What would be so terrible if people could do that in PvE?
It’s kind of symptomatic of their revised NPE which imposed so many restrictions that it’s ruined the fun for any veteran plus it doesn’t really seem that new players like it that much either. And by ‘that much’, I mean that such a revision should have immensely improved the new player experience from what it used to be like; rather than having a 50%/50% split on contentment with the NPE now among new players. That 50/50 was made up just now, but based on all threads I’ve seen here and Reddit from new players. I’d be interested to see retention rates under the new NPE compared to the old system. Besides, if it was so good… why are they removing the trait unlocks before/with GW2:HoT?
But I digress… here’s a new feature they’re adding, which could’ve be a really enjoyable feature. Easily deployable paraglider that you can deploy running downhill and making a small jump, or in hilly terrain where you can get some air to glide across a shorter span. Think Archeage in the simplicity of the glider movement and control; it was brilliant. More or less the only good thing in AA too
If it remains as we’ve seen, it’s not really a glider, it’s a chute, because you need to be in freefall to deploy it and it’ll seem more clunky than a sleek glider allowing you freedom of movement.
(last bump – apparently only me concerned about a potential new feature not being made fun)
Just an fyi masteries related to gliding have been released. There is one that lets you deploy gliders faster and another that lets you kick off from the ground and start gliding.
Edit for link. http://www.tentonhammer.com/preview/gw2-heart-thorns-mastery-system-preview-and-first-look-video
Found the link that goes over what the masteries are right now. These are subject to change though.
That last mastery “Powerful Leap” might look promising; and I’m only positive you get more versatility out of your glider from learning to master it better. The faster deployment seems only related to frequency of how often; similiar to the other masteries affecting gliding duration, taking advantage of updrifts, etc.
Like I said initially, aware we’ve not even got the feature yet, but just want to make sure this feature gets introduced being the best it can be.
ArenaNet Communications Manager
Immediate deployment or even pre-deployment is fine with me. Mind you the problem is that ANet doesn’t want people being able to deploy just by jumping, or running over a low hill. The fall mechanic seems to have been in place because ANet only wanted it to be deployed in certain conditions. The issue with instant deployment is that programmatically how the game know the difference between falling off a high cliff or falling off a small hill?
If I understand the suggestion, I was thinking the same thing as CureForLiving here. I do a lot of jumping, up and down, and I’d not want my glider to deploy and wing me off into the air when I was trying to do a vista that required a nearly straight downward jump.
I’ve played the demo (obviously ) and I feel the deployment mechanic is really smooth. Your mileage may vary, of course, so we’ll welcome input during the beta tests.
But I digress… here’s a new feature they’re adding, which could’ve be a really enjoyable feature. Easily deployable paraglider that you can deploy running downhill and making a small jump, or in hilly terrain where you can get some air to glide across a shorter span. Think Archeage in the simplicity of the glider movement and control; it was brilliant. More or less the only good thing in AA too
Never played AA and I don’t feel like downloading it just to check it’s gliding. So how is gliding deployed in AA? Do you have to press a button? What happens when you’re on the ground (assuming there’s a button and you press it)?
I bet the gliding in AA is just like a flying mount… and that’s completely different purpose than in GW2, so they can’t use the same principle
Immediate deployment or even pre-deployment is fine with me. Mind you the problem is that ANet doesn’t want people being able to deploy just by jumping, or running over a low hill. The fall mechanic seems to have been in place because ANet only wanted it to be deployed in certain conditions. The issue with instant deployment is that programmatically how the game know the difference between falling off a high cliff or falling off a small hill?
If I understand the suggestion, I was thinking the same thing as CureForLiving here. I do a lot of jumping, up and down, and I’d not want my glider to deploy and wing me off into the air when I was trying to do a vista that required a nearly straight downward jump.
I’ve played the demo (obviously ) and I feel the deployment mechanic is really smooth. Your mileage may vary, of course, so we’ll welcome input during the beta tests.
Here’s a few links to glider demo in AA for comparison:
http://youtu.be/l9CI2hOAHfA?t=15s
(only need to watch first 10 secs to see deployment, I’ve linked to 5 secs before deploy)
(in this example; the character sprints – comparable to using swiftness in GW2 – then makes small jump and presses deployment key)
http://youtu.be/othcy-IBvjo?t=1m30s
(again, linked directly to the 10 secs of the actual deployment… this is a length tutorial on glider, quest to acquire, etc.)
Then to answers; yes, gliders in ArcheAge deployed with a hot-key, ofc you could bind it to a special double-tap so if you jumped twice in quick succession it would be interpreted as wanting to deploy the glider. But you kept it on a shortcut key for deployment.
Meant, you could for example use a swiftness skill and run down a slope with suitable “fall” make a jump into the air and deploy your glider by clicking the shortcut key.
And yes, they were like flying mounts, but judging by the HoT trailer I don’t see difference in operation.
GW2: You deploy your glider when you are in free fall and either descend to the ground somewhere, or catch an updrift stream to gain altitude and be brought up to same or higher(even?) level.
AA: You deploy your glider when you want. I could be sprinting and jump on a small rock in the middle of the desert and deploy my glider to gain a few meters altitude and glide the next 50-100 meters. Ofc, this is taken to extreme because I’d be gliding from 5 meters above ground and be back on the ground very quickly. But set in a vertical map like Heart of Maguuma, I could then deploy the glider on the edge of say the Wyvern platform for a sense of better control.
It would feel more like a flying transport that I could put to use at will rather than an emergency parachute to be deployed only when the alternative is falling to my death.
I’m sure the community will learn how to operate the glider as it is now to take them places the devs haven’t thought of.
But I just feel it’s important the glider is as versatile as possible to allow this freedom of movement that we don’t get something that you have to go like follows:
1. Ok, let’s see; I want to use my glider… I must apparently fall off this cliff for it to work.
2. Now I must wait for the interact icon to show on screen, so I know that the glider can be deployed.
3. Aha, now I can click F and deploy the glider.
The AA alternative was:
1. OK, let’s see, I want to use my glider… Press F (or similar keybind).
(1b. Hmm… I was just running on the ground and of course that wouldn’t let me deploy it; or perhaps it let me but I could only float 3-4 meters because I deployed it on top of a rock and could only glide a short distance)
(edited by Dondarrion.2748)
I bet the gliding in AA is just like a flying mount… and that’s completely different purpose than in GW2, so they can’t use the same principle
Dondarrion gave a nicely complete answer. I’ll just add that the AA gliders were more vehicle than mount, in that you got different abilities while using one. Different gliders had different abilities, and the basic gliders got you almost no horizontal distance at all compared to the high end ones.
They weren’t like WoW’s flying mounts. You couldn’t hover, though you could “stall” to slow your lateral motion, and you couldn’t get higher without using a rocket boost thing with a long cooldown. You had to get to a high spot to start if you wanted to go any distance — and then you might have issues landing where you want because you could only go straight down by releasing the glider and plummeting.
I did really enjoy using them, along with the mounts in that game. Hated most everything else about the game, but I liked the gliders and horses.
That doesn’t mean the same system would work in HoT’s design. AA style gliding could cover far too much of the map given the zone sizes we’re working with. So we’ll have to see how gliding’s implemented in beta and give feedback for improvements that benefit game play without breaking encounters.
Immediate deployment or even pre-deployment is fine with me. Mind you the problem is that ANet doesn’t want people being able to deploy just by jumping, or running over a low hill. The fall mechanic seems to have been in place because ANet only wanted it to be deployed in certain conditions. The issue with instant deployment is that programmatically how the game know the difference between falling off a high cliff or falling off a small hill?
If I understand the suggestion, I was thinking the same thing as CureForLiving here. I do a lot of jumping, up and down, and I’d not want my glider to deploy and wing me off into the air when I was trying to do a vista that required a nearly straight downward jump.
I’ve played the demo (obviously ) and I feel the deployment mechanic is really smooth. Your mileage may vary, of course, so we’ll welcome input during the beta tests.
Here’s a few links to glider demo in AA for comparison:
http://youtu.be/l9CI2hOAHfA?t=15s
(only need to watch first 10 secs to see deployment, I’ve linked to 5 secs before deploy)
(in this example; the character sprints – comparable to using swiftness in GW2 – then makes small jump and presses deployment key)
http://youtu.be/othcy-IBvjo?t=1m30s
(again, linked directly to the 10 secs of the actual deployment… this is a length tutorial on glider, quest to acquire, etc.)
Then to answers; yes, gliders in ArcheAge deployed with a hot-key, ofc you could bind it to a special double-tap so if you jumped twice in quick succession it would be interpreted as wanting to deploy the glider. But you kept it on a shortcut key for deployment.Meant, you could for example use a swiftness skill and run down a slope with suitable “fall” make a jump into the air and deploy your glider by clicking the shortcut key.
And yes, they were like flying mounts, but judging by the HoT trailer I don’t see difference in operation.
GW2: You deploy your glider when you are in free fall and either descend to the ground somewhere, or catch an updrift stream to gain altitude and be brought up to same or higher(even?) level.
AA: You deploy your glider when you want. I could be sprinting and jump on a small rock in the middle of the desert and deploy my glider to gain a few meters altitude and glide the next 50-100 meters. Ofc, this is taken to extreme because I’d be gliding from 5 meters above ground and be back on the ground very quickly. But set in a vertical map like Heart of Maguuma, I could then deploy the glider on the edge of say the Wyvern platform for a sense of better control.It would feel more like a flying transport that I could put to use at will rather than an emergency parachute to be deployed only when the alternative is falling to my death.
I’m sure the community will learn how to operate the glider as it is now to take them places the devs haven’t thought of.
But I just feel it’s important the glider is as versatile as possible to allow this freedom of movement that we don’t get something that you have to go like follows:
1. Ok, let’s see; I want to use my glider… I must apparently fall off this cliff for it to work.
2. Now I must wait for the interact icon to show on screen, so I know that the glider can be deployed.
3. Aha, now I can click F and deploy the glider.The AA alternative was:
1. OK, let’s see, I want to use my glider… Press F (or similar keybind).
(1b. Hmm… I was just running on the ground and of course that wouldn’t let me deploy it; or perhaps it let me but I could only float 3-4 meters because I deployed it on top of a rock and could only glide a short distance)
Totally agree
So basically GW2 is taking the more realistic approach …
Immediate deployment or even pre-deployment is fine with me. Mind you the problem is that ANet doesn’t want people being able to deploy just by jumping, or running over a low hill. The fall mechanic seems to have been in place because ANet only wanted it to be deployed in certain conditions. The issue with instant deployment is that programmatically how the game know the difference between falling off a high cliff or falling off a small hill?
If I understand the suggestion, I was thinking the same thing as CureForLiving here. I do a lot of jumping, up and down, and I’d not want my glider to deploy and wing me off into the air when I was trying to do a vista that required a nearly straight downward jump.
I’ve played the demo (obviously ) and I feel the deployment mechanic is really smooth. Your mileage may vary, of course, so we’ll welcome input during the beta tests.
What about the option of binding glide to a key that’s different to your jump key? >_>
Since the glider is initially tied into only HoT, and it’s primary purpose is to save you from falling death in this very vertical area and/or allow you to obtain access to areas otherwise impossible to reach. It’s of my opinion, though the suggestion is a valid one, having the glider only be deployable upon falling seems the more logical choice(however, that means to access those hard to reach areas you need to fall from somewhere to glide to them, which is odd, but not always so). Having the ability to use the glider by jumping or running down a small hill, for all intent and purposes more realistic, I don’t think it’s absolutely necessary for enjoyment and fun, remember, the glider is to be used for specific purposes…not just willy nilly.
I honestly really liked the way deploying the glider worked in the demo. It felt intuitive and it does prevent situations where it could deploy when you don’t want it to. Honestly the only thing which bothered me about it is it being tied to the spacebar. I have a bad habit of hitting the spacebar for no good reason just because (ok I tend to randomly jump when running around) and that habit did cause me to die
I really hope Anet won’t listen to shortsighted feedback like that …
Here’s how that would turn out :
Take ANY flight of stairs ingame .
Actually, take the one in LA that leads from the trading post down to the mystic forge. You know that one, right?
Now, if it worked like the people in this thread wanted, no one with a glider would ever walk down these stairs again!
You would see people gliding down to the forge constantly! Picture it. Looks stupid, right?!
Anyway : Why would that be so bad?
Because it would completely devalue the meaning of gliding!
Yeah, the free fall restriction is a restriction … but it also means that you will go around Tyria looking for places where gliding makes sense!
Instead of gliding down every slope and enjoying your “FREEDUM OF GLIDING EVERYWERE lulz”.
It also feels more adventurous with the free fall … you know, like in the trailer, where they are chased and jump down the cliff and you think they are falling, but they GLIDE!
So please Anet: Stick to your vision and let gliding be a meaningful experience !
In Archeage you can set the glider to deploy on a double tap of the space bar. And I will agree 120% AA nailed the gliding aspect.
But I digress… here’s a new feature they’re adding, which could’ve be a really enjoyable feature. Easily deployable paraglider that you can deploy running downhill and making a small jump, or in hilly terrain where you can get some air to glide across a shorter span. Think Archeage in the simplicity of the glider movement and control; it was brilliant. More or less the only good thing in AA too
Never played AA and I don’t feel like downloading it just to check it’s gliding. So how is gliding deployed in AA? Do you have to press a button? What happens when you’re on the ground (assuming there’s a button and you press it)?
Its customizable (as in you can assign a key-its treated as a skill you can put into one of the many hotbars in the game), but most people use double jump (as in double tap space bar – its a toggle option) to deploy it. I played a lot of AA during the xmas (my brother wanted to try it out), and honestly it was the only thing i missed whenever i was back at guildwars, mostly because its used as a way to quick-travel as well as mounts, and when running around in DR during Xmas i saw myself constantly double jumping xp.
I’m really waiting to give feedback on it during the beta, but from the videos, Guildwar’s take seems a bit poor compared to AA. I mean, strafing while gliding is unrealistic and looks weird, would be best to have the strafe keys bank the glider instead, and the others rotate it on its axis (a bit eccentrically though – so not to “turn on a dime”).
Then the order of the masteries also seems a bit off. Like the very last could do better being one of the first, etc.
I bet the gliding in AA is just like a flying mount… and that’s completely different purpose than in GW2, so they can’t use the same principle
Dondarrion gave a nicely complete answer. I’ll just add that the AA gliders were more vehicle than mount, in that you got different abilities while using one. Different gliders had different abilities, and the basic gliders got you almost no horizontal distance at all compared to the high end ones.
They weren’t like WoW’s flying mounts. You couldn’t hover, though you could “stall” to slow your lateral motion, and you couldn’t get higher without using a rocket boost thing with a long cooldown. You had to get to a high spot to start if you wanted to go any distance — and then you might have issues landing where you want because you could only go straight down by releasing the glider and plummeting.
I did really enjoy using them, along with the mounts in that game. Hated most everything else about the game, but I liked the gliders and horses.
That doesn’t mean the same system would work in HoT’s design. AA style gliding could cover far too much of the map given the zone sizes we’re working with. So we’ll have to see how gliding’s implemented in beta and give feedback for improvements that benefit game play without breaking encounters.
I don’t see the danger of covering too much ground, but again, need to play it to tell, specially with maxed masteries.
But while gliders on AA have several minutes worth of flight time (its actually a timed buff with like 5 minutes – or was it 2 – duration), while GW2 seems to have only a few seconds until the “stamina” depletes. So there’s no danger of flying across the map with it.
(edited by ReaverKane.7598)
Weel, beta is approaching fast, and Anet seems willing, even eager, to listen to our feedback, so if it turns out clunky let’s report it and suggest an AA styled gliding ;-)
Yes, will wait to see player feedback from betas, at least happy to see Gaile reply to thread and we’ll see if it turns out to be an issue or not.
But at the moment it feels more like a parachute anyway, than a glider…
To avoid cases such as LA full of people gliding everywhere, Anet has already said it won’t work in other zones yet, so I’m sure they could disable them in cities anyway.
Guys, it’s already been explained. Masteries do this.
The initial use of glider requires a fairly long fall before it can be used. As you spend points on Glider Mastery you can activate it sooner, to the point that you may be able to simply jump and start gliding.
I like this suggestion and I would also like to see in the future Anet incorporating the back pieces into the glider. Like with the new black wings we use those to glide or the ones that look like a backpack have a propeller come out so the back pieces will be more than just for show.
I like this suggestion and I would also like to see in the future Anet incorporating the back pieces into the glider. Like with the new black wings we use those to glide or the ones that look like a backpack have a propeller come out so the back pieces will be more than just for show.
Yes, my thinking too. Lots of wing-themed backpiece, or how about the Molten Jetpack?
I think the implementation of a parachute might be in order for the purpose of falling and keeping the players from falling damage. It’s something I enjoy as an engineer in WoW. I have a parachute attached to my back so when I’m in a high area and need to drop down to a specific location I can.
I also have goblin gliders which I deploy while falling if I need something to take me to a more controlled landing.
If they attached a parachute to the jumping mechanic and gave us a keybinding for the parachute that might solve the problem.
I also see a problem with not catching at least 1 gust of air like the gliders in AA did (not multiple but just one would be nice) to be able to stay aloft at least a little longer you could keep it locked behind max glider mastery and keep it on a long cooldown which would prevent abusing it.
It would be an improvement over simply making it deploy when jumping.
Correct me if I’m wrong but the glider does deploy when falling but from certain people doing vids on the masteries I believe that jumping into the air and then deploying the glider is one of the glider masteries you will need to work on getting. I am pretty sure it was there and I am sure WoodenPotatoes or some other person did show this on their youtube channel not long ago. So it seems that I believe to start you will need to fall off something to deploy after a second or two but then work on mastery to get to jump into the air to deploy it. Is this what you want? if so then that has been accounted for and so now, when you can, GO EARN IT. To have everything handed to you on a plate would be boring. The jump ability to deploy was certainly worded this way on the mastery stages but not till the end or towards the end of the mastery ladder if I rememeber correctly
Thx MorDread, I’ve seen that last mastery point but not seen it in action, and I didn’t have quite that understanding of it. If it gets solved simply through masteries, that is perfect, nothing better; I even said so in the OP
If anything, make it part of the mastery…
Correct me if I’m wrong but the glider does deploy when falling but from certain people doing vids on the masteries I believe that jumping into the air and then deploying the glider is one of the glider masteries you will need to work on getting.
If that’s the case then that’s brilliant! Exactly how it should be (IMO, of course). I’m really looking forward to the mastery system, it’s shaping up to be a great addition.
Correct me if I’m wrong but the glider does deploy when falling but from certain people doing vids on the masteries I believe that jumping into the air and then deploying the glider is one of the glider masteries you will need to work on getting.
If that’s the case then that’s brilliant! Exactly how it should be (IMO, of course). I’m really looking forward to the mastery system, it’s shaping up to be a great addition.
It’s been mentioned two or three times in this thread alone. That is how it works.
Correct me if I’m wrong but the glider does deploy when falling but from certain people doing vids on the masteries I believe that jumping into the air and then deploying the glider is one of the glider masteries you will need to work on getting.
If that’s the case then that’s brilliant! Exactly how it should be (IMO, of course). I’m really looking forward to the mastery system, it’s shaping up to be a great addition.
It’s been mentioned two or three times in this thread alone. That is how it works.
Of course, mentioned here, but it has never been shown in any preview/demo so far. There you only see people dropping/falling off cliffs and then managing to deploy their glider. But, we’ll wait and see. Hopefully it’s smooth.
Just to keep my concerns somewhat bumped… I tried this for the first time in the last closed beta, and the glider is actually not that bad. I did not get my mastery line advanced enough to see how well deployment works when you’ve really got things mastered (sic), but here’s hoping that will be even more smooth.
But for the time being, you can even run down a steep hill, jump in the air and press your deployment button to glide away if you gain enough “air” as you jump from the ground.
Perfect! Well done, Anet!
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