Showing Posts For Black Shadow.7489:

Basic suggestions

in Suggestions

Posted by: Black Shadow.7489

Black Shadow.7489

Some may agree with me others may not but these are just some general points i think might improve the game a little.

1. Make things like bosses/dungeons be more scaled to level and number of players involved because atm most are just a long, difficult, and boring grind to defeat. I don’t know maybe its just me but generally beating something with a hammer continually for several minutes ought to kill it otherwise its just insanely unrealistic and there’s no point to even going near it. (This would also help eliminate the need for zerging dungeons or waypoint rushing them as it would still be challengeing but possible for the lone gamer or the casual group).

2. Minor fixes in armor graphics would go a long way for example my norn has had some problems with his beard going through solid parts of his helmet and my charr’s shoulder armor seems to be levitating over his arms with no attachment if i look at it from behind. (Minor things but easy to fix and they go a long way)

3. Events need to happen a little less often. It seems pointless to complete an event if its going to repeat 5 minutes later, i get things have to occur multiple times to let all players be able to complete them but tone it down a bit otherwise players get the feeling of “really i just cleaned up this mess can’t it stay clean for five minutes”. Ex: meatoberfest happens way too much in one day, it makes no sense to have a special holiday go off every hour of every day (I know we all love a good party but its a little overkill)

4. I would be impressed to see some better mob respawns to give them more reason to be where they are even tho you just pummeled the one before them to the ground a minute ago. Maybe slightly better entrances then popping up out of the ground like daisies after you kill one or 50 dredges coming out of a one man dredge armor suit or a wolf magically materializing next to its companion howling. Maybe the dredge armor suit hits a button and other dredges appear from the ground, maybe the wolf runs up from the forest to join the original. Just something to think about.

Like I said just some basic ideas i think would help some might agree with me some might not. If you like them great if you don’t that’s fine I’m just putting them out there. If you anyone has any better suggestions to solve a problem i mentioned feel free to comment with further elaboration on the idea below

Scaling of dungeon to class

in Fractals, Dungeons & Raids

Posted by: Black Shadow.7489

Black Shadow.7489

I agree completely with the idea of scaling but in a bit of a different way.

We can all agree that the different classes help to create essentially an elite of an individual’s personal style of gameplay (not saying they don’t still need some work) ie guardian-tank, warrior-dps, and etc. Having a dungeon or even elite mobs in events for that matter scale only to the class would leave the issue still of them being ridiculously overpowered in terms of health and thus be a long, boring, and largely difficult grind to defeat unless you are in a large group of people in which case it becomes too simple and thus defeats the purpose entirely. Therefore i think in order to eliminate the need for waypoint rushing to defeat bosses/clear dungeons, zerging to tackle large enemies, and the long boring grind to even scratch their health if you are in a smaller group or alone the dungeons and bosses whether they be veterans or elite or whatever need to be scaled based on mainly level and or number of players in the event/dungeon.

This would scale mobs more accurately to make events/dungeons still challenging for players but also possible for the lone gamer or the casual groups. In turn this not only eliminates the need to endure a long and near impossible grind on a boss (which as we all know takes away from game-play experience, realism, and fun) but as well eliminates the need for waypoint rushing to complete events/missions.

Basically if elite mobs, bosses, and dungeons scaled better to number and level of the participating players, we fix waypoint rushing, ridiculous grinds on bosses/dungeons, the need to zerg events/dungeons to complete them, and we create a better, more realistic, and more fun gameplay experience for the player.

(edited by Black Shadow.7489)