(edited by milo.6942)
if i was gonna redesign gw2
- the only rng would be from criticals
- conditions:
- would last 3-4 seconds on average
- have much stronger effects
- be used much less frequently
- not have specific attributes that increase damage or duration
- be more integrated into skills (certain skills perform differently depending on condition on enemy or yourself)
- could generally be considered to be a form of telegraphing incoming enemy moves
- boons would be similar to conditions described above
- reduce burst damage, but not too significantly
- balance on team deathmatch style from the start
- main pvp type: gvg
- reduce mobility options across the board
- remove concept of traits
- incorporate what good traits there are into runes & sigils
I really like the removal of rng idea. I would go further with the removal of crit damage bonus’. I also really like conditions affecting certain skills as this would put a bunch of skill into the game.
I was actually talking to someone today about a few of these ideas you have suggested
reducing burst (I would make it more significant however)
to offset this I would make combo field effects much stronger (like might doubles its strength)
reduce mobility or increase travel distance between nodes or increase respawn timer.
One thing I would like “redone” is ranger pets.
- What I would like to see is the overall damage of the autoattack reduced while being allowed to attack on the move.
- Survivability increase of pets across the board (protect me more able to be used)
- Pet auto-use skills disabled
- F2 ability replaced by placing pet attacks in the weapon slots allowing for more skillful play these would retain their original dmg.
I don’t think the traits to sigils would work, as classes would have much different needs so it would be like a page of 500 sigils which could take overly long. Also some traits from some classes would be borderline OP on another, like Gaurdian getting endure pain at 25% and become immune to conditions at 25%. I mean I do enjoy more choices but I like how the trait system allows them to be more unique.
I like many of the ideas, very interesting.
about traits: i’d remove 90% of them.
the reason i dislike the system is that so much of a player’s “build” is passive and invisible to enemies. add up all the traits and runes and sigils and i think this is too much. so i would keep good and interesting traits, and put them into places that were vacated from removing the rng from sigils and runes.
oh right, another change for sPvP I REALLY want to have happen is an independant class balance team from the PvE that will make changes that alter skills abilities specifically for sPvP. I think it is a large mistake to try and balance both or you have glaring issues between the two (like the ranger pet over-performing in Open PvE, doing good in sPvP, and being useless in both dungeons and WvW). Basically I think skill balancing needs to be divided more between PvE and PvP.
That is quite an interesting thought, simplify it to make enemy builds more obvious. However at the same time finding out is something you can find out rather quickly. Granted you are not going to have a printout of his entire move database and trait line choices. But if you see a necro with a scepter its condition, ranger with dagger/torch its condition, greatsword on a warrior its pow/crit… etc etc. You know most of what is coming from these observations, not to mention the second a ranger throws a trap everything is on the table.
I mean simplifying the game might sound like a good idea, but it also removes quite a bit of fun for people like me who enjoy making builds and trying out random stuff. Tweaking teams to synergize better together would also take a hit. I don’t know I just REALLY like the flexibility the trait system gives (although not all the traits are good, but the potential is there. many traits are in the wrong lines, many traits don’t work or are just aweful) and in the future it will be quite fun to play with!
(edited by Taym.8326)
oh right, another change for sPvP I REALLY want to have happen is an independant class balance team from the PvE that will make changes that alter skills abilities specifically for sPvP. I think it is a large mistake to try and balance both or you have glaring issues between the two (like the ranger pet over-performing in Open PvE, doing good in sPvP, and being useless in both dungeons and WvW). Basically I think skill balancing needs to be divided more between PvE and PvP.
Funy thing is it was kinda like that in GW 1, there was a lot of things in GW 1 which made sense and which are not in GW 2. Its just like. WTF?
Yes.
A moose. It was a moose.
Funy thing is it was kinda like that in GW 1, there was a lot of things in GW 1 which made sense and which are not in GW 2. Its just like. WTF?
I am just glad you can actually jump in GW 2, that alone made me like it more than GW1! I just really like jumping on things, its a habit.
That is quite an interesting thought, simplify it to make enemy builds more obvious. However at the same time finding out is something you can find out rather quickly. Granted you are not going to have a printout of his entire move database and trait line choices. But if you see a necro with a scepter its condition, ranger with dagger/torch its condition, greatsword on a warrior its pow/crit… etc etc. You know most of what is coming from these observations, not to mention the second a ranger throws a trap everything is on the table.
I mean simplifying the game might sound like a good idea, but it also removes quite a bit of fun for people like me who enjoy making builds and trying out random stuff. Tweaking teams to synergize better together would also take a hit. I don’t know I just REALLY like the flexibility the trait system gives (although not all the traits are good, but the potential is there. many traits are in the wrong lines, many traits don’t work or are just aweful) and in the future it will be quite fun to play with!
yes that’s a good point. solution: more weapons, and more elites that don’t suck kitten.
1- remove conquest mode
2- introduce deathmatch and arena
I can’t help but wonder if this is the same milo from aoeo.
if so then just know the game you created needed to be completely rehauled as well and kind of was and many things I wanted done got done — but it took them 7 months compared to my 3-5 days of total play time before I quit for them to realize that I was right.
If I were going to redesign this game I would start fresh, this one has too many things that are untolerable.
The above post simply is not adequate enough, but would be a decent start.
The time it would take recreating this game = pretty much creating a new one.
Therefore I would conclude starting a new game and leaving this one how it is for it’s fans is the more ideal way to go. Otherwise you kitten people off in this game as well from it being completely rehauled.
(edited by R E F L H E X.8413)
I can’t help but wonder if this is the same milo from aoeo.
nope. idk what that even is
If I were going to redesign this game I would start fresh, this one has too many things that are untolerable.
The above post simply is not adequate enough, but would be a decent start.
The time it would take recreating this game = pretty much creating a new one.
Therefore I would conclude starting a new game and leaving this one how it is for it’s fans is the more ideal way to go. Otherwise you kitten people off in this game as well from it being completely rehauled.
i’m thinking of making a torchlight 2 pvp conversion mod. that game has terrible balance, so i’ll recreate everything from scratch. gonna take the best of gw1+2 and mix it in with some tl2 flavor and mechanics. just waiting on the editor to come out any week now.
edit: aoeo — age of empires online?? really?? aoe2 all the way, can’t wait for hd
(edited by milo.6942)
AoE 2 is not up to 2013 standards, at all, neither is aoeo or sc2. It will feel like atari compared to the rts I want microsoft to get behind.
Imagine scythe chariots causing deepwounds, priests able to heal conditions, melee users causing bleed/poison, elephants breaking positioning, elite elephants limited and one hitting two footed units, etc. Assassins shadowstepping and going invisible. These are special attacks and are on recharges.
I already have the game ready for microsoft to get behind it and modify the engine for what further needs to be done and get me a professional modeler for the game.
I also have influence on the max cap size of the army limit on aoe2, aoeo took a lot of ideas from thrones and implemented it into that game (trainable herdables, half kitten sp attacks, lancers using similar to pierce atks, among much more), now they seem to try to appeal to me with some other things in this aoe2 remake, but I was an ror fan, aoe2 was terrible when we played it and will not appeal to the masses like thrones or be something that is even remotely close to a 2013 rts like thrones. It appeals to a very small customer base that is nostalgic, and alot of people played that game out ten years ago.
There is nothing innovative about polishing a kitten (aoe2) thrones has too much innovation to sit here and explain to you if I was given the rest of the week to tell you about it.
http://lmgtfy.com/?q=milo+aoeo
(edited by R E F L H E X.8413)
kitten son calm down, i played aoe2 when i was 10. i don’t play rts games competitively
Well just look at that very small description and tell me do you think there is even a comparison to the base idea of thrones in comparison to the modern rts that are like… outdated gaming models?
I feel the same with mmos and if microsoft gets behind this I have some plans for a strictly pvp mmo to get an mmo engine for right after the release.
Like really going with an aoe2 remake is a complete waste of resources in comparison.
I’m not really happy with them at this point in time until they reply to my emails I just sent them a day or two ago.
(edited by R E F L H E X.8413)
I already have the game ready for microsoft to get behind it and modify the engine for what further needs to be done and get me a professional modeler for the game.
what does that mean
I already have the game ready for microsoft to get behind it and modify the engine for what further needs to be done and get me a professional modeler for the game.
what does that mean
I used an old engine (aom) destroyed the base of the game, made my own balancing system, everything is changed into a new game. I need a professional modeler to do the things I really don’t want to take the time to do, even though I have done some of my own models, what was required, just to have a presentation.
The engine needs to be modified to implement things like deepwound and stuff.
The animations I made could be redone to be smoother and better (elephant position breaking stomp for example KD’s) and may as well just make a new elephant model all together. New models make the game look new. I’d also like the engine updated to provide better graphics, and bleeding is already in the game among many other things like the assassins (choson elite units there is a mythical side and daggers found in choson) shadowsteps/invisibility they are in the game also, the whole concept of the game is there the civs are built.
Right now scythe chariots cause an aoe bleed since I can’t make them deepwound.
This is a heavily gw1 influenced rts.
Like really I see them ignoring this as one of the worst possible decisions they could ever make.
(edited by R E F L H E X.8413)
This is a heavily gw1 influenced rts.
yes, yes i would tend to agree.
that sounds pretty epic, but it’s a shame it’s tied to the aoe1 engine
i just had a thought, you should take this concept and make it into a web-based game. many good reasons to take it there.
It’s tied to the aom game engine, but game engines are thrown around from game to game, one engine produces tons of games, they modify the engines.
Hell the genie engine (wrong engine that is the aoe1 engine, but there is an engine that has done 100s of games on multiple platforms) I believe it is called has done rts, fps, driving games, all kinds of stuff. Off of one engine being modified, I’m not too deep into how they hard code engines but they can definitely be modified.
The aom game engine is really the best one too tbh for me to start off with.
For example, shang has flourish (god powers are civ abilities now) what this does is makes the eco units move faster, and train a bit faster, among some other things.
The age 1 shang ability is a free wall (great wall) that can be placed every 30 seconds or so.
This isn’t really even scratching the surface. Shangs economy is crazy training at 7 seconds per villager compared to 11 second average, and are weaker, cheaper, gather slower, and cost less.
They have to deal with their eco a LOT more than others and they have the highest villager cap limit.
The two games it is heavily influenced by is : aoeror, and gw1.
Aoeror that started the aoe series was described as “Civilization II meets Warcraft II” – Thrones is going to be described as “aoeror meets gw1”. I’ll grab the bleeding gif, downloading the big zipped file i uploaded to mega now. My domain name is down because I am having payment errors with the company I work for didn’t get paid yet and it’s 2 weeks past due.
—
The bleeding gif wasn’t in the set and I cannot get them reuploaded properly to the hosting i normally use however the gif I posted months ago on military sizes being bigger is in there and then aoe2 said they were increasing military sizes not too long ago.. bleeding is in a video though… they are very large animated gifs with quite a few different things in there.
https://mega.co.nz/#!VIUlERha!JuLNJX-TuLQ2eCk10pZBlQ36X2gEqH04cP6UXbw8ZHw
(edited by R E F L H E X.8413)
yea most of that went over my head since i haven’t played aoe in years. anyway it’s cool that you’ve got a game/mod prototype going.
edit: btw i saw the download was 1GB+ and I can’t do that
(edited by milo.6942)
Point being alot of this game is not suitable for the type of gameplay we want.
I don’t see it working and it wouldn’t be as fun as it should be.
Thief aoe conditions stacking, necro aoe condition stacking, eles almost all aoes, warrior godsword aoe + hammer aoe kds, engineer almost all aoes, necros almost all aoes, the guardian wants you to get close to eachother so he can do two types of aoes support/dmg, necro wants you close to eachother if he is a support weller, all the cc in aoe would be annoying as hell (blowouts), mesmer aoes with clone shatters and frenzied, thief can also aoe with pistol whip.
You’d think yea sure we can just run around stay far away from eachother, ofcourse you can but you’d likely get close to eachother at times, say two melees goto spike a warrior, and then he gets some kind of invuln and hundred blades and then you get hit with an aoe root or something. I could’ve put what kind of stuff can happen better into words when i was playing the game, but a lot of garbage would happen and not really be that fun. In gw1 fighting certain builds the thing was to not ball, sure it is avoidable but stuff happens sometimes.
Backstab is 100% avoidable, but I bet you get killed by it every now and then with your slipups.
The bigger point is to start a new game with a similar idea to gw1 on a gw2 type engine (I have a lot of ideas already written for one 100% pvp storyline & almost all pvp formats in the game that are possible to even cram into a game like this). This game is not that.
Plus if you are doing 100% pvp game, you don’t need to make your big kitten storyline for pve, or all that modelling, it would be a lot less to do development wise. We could do a better game than gw2 in 1/5th of the time and cost (as far as cost goes probably more like 1/25th) it took to make gw2.
Oh and have cash prizes in AUTOMATED tournaments to where the company and the players BOTH make money. An infinite CASH SINK for the company.
How I have not been contacted by microsoft yet is beyond me. I’ve been waiting for them to contact me, not the otherway around, but I did send an email not too long ago which probably didn’t even reach the right people.
First milo left the balancing team after I said some things, and then the entire aoeo team got laid off. After all of this I still got nothing, not even an email? well my email has been down for a few weeks now so IDK maybe they did try recently.
(edited by R E F L H E X.8413)
All I got from that thrones rant was… You are unhappy with SC2 (even though it is really fun). Instead a mod for a game in the age of empires series (Which I have always branded a low class RTS), is the most amazing thing ever. But I guess the most important thing is that SC2 is an actual e-sport which is good for every game, but doesn’t always mean its the best RTS, similar to how LoL isn’t the best MOBA style game, its simply the most popular. It seems I went on a mini-rant and now that I read it over, doesn’t really have any insight but Ima still push post. TAKE THAT!
I had a chance to get sc2 for free and since wow and sc1 were so bad of games I turned that offer down. My friend and his mom both played it one of the ones I played ror with, and I wasn’t going to even play that abomination.
You completely missed the point in revolutionizing the actual core of the way the game is made. Special abilities in the rts genre.
It is implementing mmo type things into an rts among many other things like spears using pierce instead of hack to add a higher learning curve.
I guess a lack of understanding is what people have when it comes to this game.
Because… starcraft two being the expired model on how to do things would feel like atari. So would every other aoe game.
Imagine scythe chariots causing deepwounds, priests able to heal conditions, melee users causing bleed/poison, elephants breaking positioning with an aoe knockdown/pushback, elite elephants limited and one hitting two footed units, etc. Assassins shadowstepping and going invisible. These are special attacks and are on recharges. This is barely getting started on the conditions/special attack types.
Among many other things that make it have a higher learning curve and stuff to play around that is not exactly “normal” in rts.
Even the way your economy functions and is generated isn’t even on the same level from civ to civ. Not a single civilizations villager is the same and all have different max limits of amounts you can build.
Before certain civs can use crossbows, they must research crossbow, same for anything that uses a wheel, must get the wheel. Before you can use specials, must train your units. Before trading you must be able to use stone tablets.
I’m not really going to go any further into it than that or I will have to write more than 10 posts on how it is different and how everything I have done is to make the game have a higher learning curve.
You should main a character name “Shaq at the line” because you missed the point.
http://www.youtube.com/watch?v=8jsqK5nZQhk
I didn’t “mod” I made an entirely new tech tree, an entirely new balance, an entirely new concept for every single unit and building, the resources have all been redone, new maps, new gametypes, new concepts not in any other aoe, new civilization abilities that fit the civilizations, some new models but with the new models with a new modeller it will be a brand new game, even compared to what it is now. Not understanding that destroying the game down to using the engine itself and creating your own game is creating something new and not modding is just misunderstanding how games are made pretty much.
Yes, that was your bad.
If I would have destroyed it and then turned it into starwars this would be more understandable (that has been done btw by someone else) but no I wanted to make a game that deals with the creation of civilization era.
I made this quote up and I think it is very accurate :
“Immature minds will instantly dismiss what they do NOT understand.”
There is a huge difference between me adding mods to an existing game, and destroying it entirely to make my own creation.
(edited by R E F L H E X.8413)
yo, props for making your own mod/game whatever, but you type like a lunatic bro. might wanna calm down and think for a second about how to get your point across more clearly.
That should be very clear, I mean :
“I made an entirely new tech tree, an entirely new balance, an entirely new concept for every single unit and building, the resources have all been redone, new maps, new gametypes, new concepts not in any other aoe, new civilization abilities that fit the civilizations, some new models but with the new models with a new modeller it will be a brand new game, even compared to what it is now.”
If I would have made it futuristic based instead of dawn of civilization based this would be more evident that everything has been created by me.
Can it get any clearer?
Maybe it can…
“The Genie Engine is a game engine developed by Ensemble Studios and used in several popular computer games, such as Age of Empires, Age of Empires II and its expansion (but is not used in other Ensemble Studios games) and Star Wars: Galactic Battlegrounds.”
So basically all of those games are mods too? That’s what you are trying to tell me and it is not correct.
Is aoe2 just a mod of aoe1? No it is not, it is aoe1 destroyed essentially and then developed into a new game with new concepts.
I have every rts trumped right now, and with microsoft behind it, it will be too evident for anyone to deny this claim.
(edited by R E F L H E X.8413)
So you want to play World of Warcraft?
http://www.youtube.com/user/Faleiz
So you want to play pve?
Would goto rift for pve tbh.
Didn’t play wows shaman but I can guarantee you, it is NOTHING like my concept of a shaman which mine fits the actual definition well.
I used a lot of aom models as placeholders with small changes to appearance, just because that spearman looks close to the same, does not mean he functions the same, AT ALL because he does not.
Why spend my time making models when i want someone to modify the engine and then remake better models than are currently possible anyways? This makes ZERO sense.
(edited by R E F L H E X.8413)
so … you’re mad i called it a mod
so … you’re mad i called it a mod
Mad at people not understanding the difference between modding and the destruction/creation process into something entirely different.
Todays :
https://pbs.twimg.com/media/BGJ7BAwCYAAgnfF.gif:large
and from a few days ago
https://pbs.twimg.com/media/BGJ2NCSCQAAAVUT.gif:large
these are from my personal astrology.
We could’ve taken the rift engine and created gw2 with it, I’m assuming it is the same engine but heavily modified really. So basically destroy rift and then create gw2.
(edited by R E F L H E X.8413)
In my experience in any game, players usually don’t want to make major changes to the game, even if the game is dying. As most players have no concept of how to design, and lack the imagination necessary, trying to visualize a whole design concept set apart from what they are used to is impossible for them.
Much of the problem with GW2’s combat is its heavy reliance on numbers, rather than mechanics. Making a build is similar to trying to perfect an Excel document. You aren’t concerned about how a skill will lead into another skill, or the timing on a disrupt or your ability to physically move around the battlefield. You’re concerned with how many stacks of a condition you can create, and how quickly. You’re concerned about how long you can upkeep a single status effect. You’re concerned about maximizing the amount of damage a single skill can produce by pouring more and more numbers into specific stats. Even the traits don’t actively do anything; most simply address numbers and how to improve those numbers. That’s GW2’s main problem.
A redesign of GW2 would have to involve first getting rid of traits almost entirely, as quite honestly, they’re mostly worthless, from a design point a view. Having a very small amount that dramatically change how your character “feels” would be a good idea. Death From Above probably remains my favorite example, as it’s very obvious, visceral, but serves a minor purpose and doesn’t benefit any invisible numbers other than falling damage. Traits should help define the personality of your character, not exist to buff damage, reduce damage or reduce cooldown times.
Secondly, almost all of the armor and runes in the game would need a complete overhaul. Even the most dramatic contrast in numbers between a tank’s armor and a damage dealer’s armor would have number variations so small that the difference would be almost nonexistent. No accessories. Only a single slot for an upgrade to the armor, and the armor itself always has the same base stats for that profession, with no possibility whatsoever of changing anything about it. Any customization is relegated to the single, solitary customization slot per armor piece. No exceptions. Weapons also receive a single upgrade slot. One. No other. These changes are also mostly mechanical. Vampiric mods. Passive slow on hit mods. Healing reduction mods. Etc. No +damage, +critical, or any other kind of damage or mitigation modifying mods of any kind. Those belong on armor, and only armor.
The core of your build are skills. You have an elite slot and a healing slot that are dedicated to those two functions. Your healing slot also always doubles as a resurrection utility slot. There is no reviving mechanic outside of this skill for your character. Weapons have no intrinsic skills, but primary skills are relegated to weapons, meaning certain skills only work with certain weapons. Which you choose and where they are on your skillbar are completely up to you. The number of skills available is tripled, or even quadrupled. What makes you a tank, a damage dealer, or so on is determined primarily by your skills. Your elite is especially important in creating your build, as elite skills have very potent and important, distinctive characteristics that alter how you play. Most have very short cooldowns and can behave as primary attacks. Others have longer cooldowns, but always under a minute, increasing with potency as their cooldowns go up. You can move any skill to any part of your bar. No exceptions. Skills auto-reflect damage values or cooldown values as you alter your stats, dynamically. If your attributes go up for any reason, the tooltip changes. Skills themselves are your primary means of performing on the battlefield. Combat overall is a little slower than in GW2, but more methodical. There are caps on how much armor, attack speed, etc that you can have, all with obvious caps depicted in your stat screens.
Overall, GW2 should be a better version of GW1, but without the tremendous bulk the first game had, and with much better mechanical features. GW2 as it is, is too number happy, too fast for the sake of trying to be fast, and lacking in basic customization features for builds while overcompensating by giving too many completely unnecessary variations on armor building.
Fewer numbers, more meaning.
Scanned what you said, I’m not sure if you realize this or not but the removal of the holy trinity makes almost every class the same with small variations.
You could build a nice guildwars type game using this type of stuff toughness and all that, the removal of this stuff is not necessary, would help speccing.
Really prefer an entirely new game.
(edited by R E F L H E X.8413)
Reduction of rng would be great. Especially on the engy who is the rng king.
Much of the problem with GW2’s combat is its heavy reliance on numbers, rather than mechanics. Making a build is similar to trying to perfect an Excel document. You aren’t concerned about how a skill will lead into another skill, or the timing on a disrupt or your ability to physically move around the battlefield. You’re concerned with how many stacks of a condition you can create, and how quickly. You’re concerned about how long you can upkeep a single status effect. You’re concerned about maximizing the amount of damage a single skill can produce by pouring more and more numbers into specific stats. Even the traits don’t actively do anything; most simply address numbers and how to improve those numbers. That’s GW2’s main problem.
yup yup yup
As far as wvw goes, you are concerned about how many people you have playing on your server.
Or how many you can get organized to actually do a certain task.
I wonder how far this list goes..
In my experience in any game, players usually don’t want to make major changes to the game, even if the game is dying. As most players have no concept of how to design, and lack the imagination necessary, trying to visualize a whole design concept set apart from what they are used to is impossible for them.
Much of the problem with GW2’s combat is its heavy reliance on numbers, rather than mechanics. Making a build is similar to trying to perfect an Excel document. You aren’t concerned about how a skill will lead into another skill, or the timing on a disrupt or your ability to physically move around the battlefield. You’re concerned with how many stacks of a condition you can create, and how quickly. You’re concerned about how long you can upkeep a single status effect. You’re concerned about maximizing the amount of damage a single skill can produce by pouring more and more numbers into specific stats. Even the traits don’t actively do anything; most simply address numbers and how to improve those numbers. That’s GW2’s main problem.
A redesign of GW2 would have to involve first getting rid of traits almost entirely, as quite honestly, they’re mostly worthless, from a design point a view. Having a very small amount that dramatically change how your character “feels” would be a good idea. Death From Above probably remains my favorite example, as it’s very obvious, visceral, but serves a minor purpose and doesn’t benefit any invisible numbers other than falling damage. Traits should help define the personality of your character, not exist to buff damage, reduce damage or reduce cooldown times.
Secondly, almost all of the armor and runes in the game would need a complete overhaul. Even the most dramatic contrast in numbers between a tank’s armor and a damage dealer’s armor would have number variations so small that the difference would be almost nonexistent. No accessories. Only a single slot for an upgrade to the armor, and the armor itself always has the same base stats for that profession, with no possibility whatsoever of changing anything about it. Any customization is relegated to the single, solitary customization slot per armor piece. No exceptions. Weapons also receive a single upgrade slot. One. No other. These changes are also mostly mechanical. Vampiric mods. Passive slow on hit mods. Healing reduction mods. Etc. No +damage, +critical, or any other kind of damage or mitigation modifying mods of any kind. Those belong on armor, and only armor.
The core of your build are skills. You have an elite slot and a healing slot that are dedicated to those two functions. Your healing slot also always doubles as a resurrection utility slot. There is no reviving mechanic outside of this skill for your character. Weapons have no intrinsic skills, but primary skills are relegated to weapons, meaning certain skills only work with certain weapons. Which you choose and where they are on your skillbar are completely up to you. The number of skills available is tripled, or even quadrupled. What makes you a tank, a damage dealer, or so on is determined primarily by your skills. Your elite is especially important in creating your build, as elite skills have very potent and important, distinctive characteristics that alter how you play. Most have very short cooldowns and can behave as primary attacks. Others have longer cooldowns, but always under a minute, increasing with potency as their cooldowns go up. You can move any skill to any part of your bar. No exceptions. Skills auto-reflect damage values or cooldown values as you alter your stats, dynamically. If your attributes go up for any reason, the tooltip changes. Skills themselves are your primary means of performing on the battlefield. Combat overall is a little slower than in GW2, but more methodical. There are caps on how much armor, attack speed, etc that you can have, all with obvious caps depicted in your stat screens.
Overall, GW2 should be a better version of GW1, but without the tremendous bulk the first game had, and with much better mechanical features. GW2 as it is, is too number happy, too fast for the sake of trying to be fast, and lacking in basic customization features for builds while overcompensating by giving too many completely unnecessary variations on armor building.
Fewer numbers, more meaning.
Couldn’t have said it better myself.
Should be obligatory study material for Anet as part of their work meeting preparations.
The problem with it is doing all of this turns guildwars 2 into a new game, so may as well (redesigning the skills = making new skills) might as well make a new one man, the modelling isn’t THAT bad for a pro modeler, speed modelling is quite easy.
Guildwars 2 for the people that like it wouldn’t be the same. Plus we kind of want single target spells which kind of isn’t in here.
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wad
Someone translate that for me, ty.
1. Changing skills entirely or even changing them to function differently is pretty much making a new skill. Some of them may even require a new animation which runs off of the 3d model being animated.
2. 3d Models are everything you look at in the game, the ground, the houses, the characters. You can pump these models out fairly quickly if you were to be an experienced modeler.
3. Most of the development time of gw2 went into the storyline making a gigantic world full of 3d models, writing the storyline, implementing the storyline, all the quests, etc, etc.
4. https://www.youtube.com/watch?v=4ry6cTuOmv0
5. Changing the way the amulets are changes the game.
6. Changing the way you do things whether it be stacking bleeds and all that which he talks about being a problem the overall mentality of it changes the game entirely, and requires #1.
7. There is no single target spells like in guildwars you could not use a skill without having a target, here you can use RTL for example with no target, it’s more point and shoot.
8. We pretty much are asking for a new game, not this one being changed.
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Well, you can’t improve the game without changing some of its core mechanics significantly………………and turning it into a new game would pretty much be the only way to ‘fix’ it properly.
Obviously we won’t see anything like that happen for real, but some steps could nevertheless still be taken into that direction.
Edit: I know the point you’re trying to make – that those things cannot be done without creating virtually a whole new game, but I believe that is pretty much what’d be called for in order to fix the many issues the game is suffering from.
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I don’t feel as if you read my post and understood it very well, I added number 8, you are wanting a new game essentially, and I am willing to bet this is something they are not willing to do.
Especially when almost the same amount of work can be put in for all new box sales.
Aside from your modeler, you put him through a little hell but worth it in the end.
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Well, you can’t improve the game without changing some of its core mechanics significantly……
1 Small haste nerf kinda got a nice little wave of replies going, now imagine this x 500 due to everyone and everything being affected.