Comments and Issues/Dungeon Ideas.

Comments and Issues/Dungeon Ideas.

in Thief

Posted by: Rem.9627

Rem.9627

The number one thing I dislike in any game, is nerfing…
It takes more and more away from the original idea and mechanics and only compliments the people who don’t understand versatility or original conception of an idea.

Nerfing = removal of versatility and individuality.
However in some cases this should be done…obviously when there is an exploitable build or combination…

With every nerf, the options for a viable build goes out the window…. and eventually you will see that one or more classes will stop being played all together…now taking that into consideration what about the people who ONLY play one role in MMORPGS? (thieves, warriors, assassins, whatever that may be.) They quit playing cause of no satisfaction in personal freedom.

Btw if you’ve noticed when you nerf one skill you have to nerf another…like a domino effect it means you’re losing balance in core game design.

PVE – Should be reverted back to its earliest state as far as class nerfs. (Thats right no nerfs They serve no purpose in PVE at all).
Or at the bare minimum have a SEPARATE nerf table from WVW ad PVP

PVE should be the most dramatic mode of playing, the one where the person feels a sense of accomplishment and individuality for exploring their own build. The one with the more “Hollywood” unrealistic elements, the ones that make you feel bad kitten for playing your class… THIS should be the FUN mode of the game.

PVE should be entirely separate from WVW and PVP as far as NERFs to classes this is where balancing comes in for competitive play. Now I know you as a design team are worried that you will lose familiarity with the class cause you think it will be very different…But this is not true at all, the only difference here is the very few limits imposed, the class still feels familiar…all be it not 100% the same but you can still pick it up and play as your class.

Remember the original vision for your game, and sometimes you have to ignore what the community is saying to get your game right. Dare to stick to your original ideas and let them flourish…don’t get distracted and turn the game into something for less that what it could’ve been…

There is a lot of statements made by your team about the game before its release that have not been lived up to or are no longer true… Which include:

No “farming” needed. (This couldn’t be farther from the truth.)

Each class has its own identity and uniqueness that makes them strong. Thus removing the “holy trinity.” (We are drifting ever closer to the holy trinity…btw.)

Each person can develop their own play style and still be just as good as any other. (Why then are their builds that do not work in some modes of the game?)

Dungeons will be fun.

Continued in second post.

Comments and Issues/Dungeon Ideas.

in Thief

Posted by: Rem.9627

Rem.9627

(Nothing fun about killing bosses that have been pumped up to the point where exploits have to be used to kill them.(Try making less conventional dungeons ones where its a giant puzzle where you find carvings and clues how to go deeper inside by completing each puzzle…maybe riddles that tell you how to unlock the next area but they constantly rotate Ex. “In the wall lies 3 holes each with a carving above it, one of a _______ another_______and lastly_______” each blank is interchangeable leading you to another boss in the dungeon to kill to get whatever clue it is. Hell it could be as simple as finding a hidden switch..that keeps moving every time the dungeon is loaded; or maybe you push the wrong button and the floor falls out? or maybe room fills with gas or you get teleported somewhere MY POINT IS BE CREATIVE))

Its not hard to use the same map but have randomly generated props and conditions within the map to reach the goal…this makes it fun…not fighting a boss that irratates you to no end…btw this also gets rid of speed farming….
Also make extra chests in the dungeons hidden behind false walls or destroyable objects… Make us actually dungeon crawl…not just play through an instance. Make traps hidden everywhere, jumping puzzles, mimic chests that are actually monsters…SUPRISE US! Every time we roll in and kick kitten . That would be epically fun… Hell give us a reason to try to explore the WHOLE dungeon every time….for greater risks and rewards…
Maybe add a class progression system in dungeons that requires certain classes to access the next area (this too can be randomly generated.)

Examples:
Thief:
Lockpicks on doors/chests/Disarm traps/Stealth challenges in hallways that can detect you.

Elementalist:
Lighting torches in a specific formation or order to open doors or reveal secrets or make a water/ice bridge out of a pool of water/using earth powers to reveal hidden stairs/using lightning to power old Asuran generators that could either activate OLD defenses or open your path to salvation.

Warriors:
break down weak walls with certain skills/hold open doors that may close separating the group temporarily/knock down pillars in dungeons to reveal another floor.

Guardians:
could set up base camps or deploy points(checkpoints complete with repair nodes a ghostly foiefire npc merchant and a Waypoint complete with force field and foiefire weapon guards) in key areas to not halt the progression of the group.

Engineers:
could repair old bridges or passages not in use or reconstruct old golems/turrets to help fight temporarily.

Mesmers:
could reveal false walls invisable paths and “tears of the mists” leading to hidden content.

Necromancers:
could raise dead npcs temporarily that might open other objectives within the dungeon or have them drop items or remove traps or just plain fight with you.

Rangers:
could use existing animal ai to “scout” ahead (by possession of course) or lend assistance within said dungeon….maybe there’s no way to cross a huge gap, but there’s a falcon you posses it find a switch and boom a bridge drops down.

Anyways thanks for the time, please leave comments and additions if you would like to.