Yeah i like the voting in general.
may also want to add in the ability for people to remove their votes as well. Not down voting. more like a facebook “like”.
even remembering who voted for who. If the voter goes stale by some amount of time the vote would go away and possibly reduce the rank a person has achieved.
As unfair as they may seem to some this should be a social game. MMO.
being well known as an effective leader should be rewarded and an unliked or ineffective leader… should also have its demerits.
So bad or socially rebuked people could lose their leadership status.
I like the idea of combining the voting with action for points.
the money sink could still remain as the system could unlock things to purchase.
Way point markers
attack and defense markers.
blah blah blah
varying in cost and broadcast audience according to tier..
I also like the idea of a command weapon or flag as player dropped loot.
buy the weapon and it has some commander functions light waypoint markers and and other marking abilities but drops as loot.
but whatever i approve of voting systems.
Power to the players. less dictation.
you know what…
I would hire a historical tactician team to create the maps with parameters of the game in mind. Set up an editorial review process so the maps are edited and created within game capabilities while retaining their strategic value.
but dont stop there….
hire an economist team to work with on the project as well to get the supply and demand process working and reasonable points to fight over.
Hire some sociologists to assist in creating the social interaction requirements in the game.
In another thread they talking about different map for different tiers.
so as a server progresses through the ranks the maps change.
fewer waypoints. less supply.
maybe instead of random maps. maps based on the last outcome.
winners get an invader map with less stuff in it.
losers get a more dug in map.
maybe even a way to purchase the next map with points from the previous game.
or the same map as everyone else but purchase the current keeps and supply points and such. if not purchased they do not show up.
maybe that would be a new dimension to the combat. the initial stages of w3 all the keeps and supply points have to be built. protect the workers and supply while the keeps are being built.
this might also give the option to raze a keep.
it may simply be a skills issue. I am much more schooled in d/d than staff.
maybe its just a matter of getting the timing down and dropping the aoe in the right places.
d/d maybe simpler in this respect.
I have used fiery great sword a few times in keep offense and for mobility. its considerably faster than a runbuff alone.
raining fire on low walls but the sword cast itself is a range 1200 burn.
WvW is more about the aoe. specifically ranged aoe.
axe is small group or single target.
will adding another map to the top 3 Tiers resolve Queues?
I thought I should ask this now that Anet is taking a look at the rating system.
This is a good idea in general.
have maps change based on tier.
becoming more complex or difficult.
fewer waypoints.
so that the higher level maps are less battle ground like and more wvw like.
This might attract lower skilled or less wvw centered players to the lower tier servers where they do not need to work as hard or as coordinated to achieve the same result.
they would not have to be completely different maps but maybe slightly different mechanics. no borderland waypoints without holding the keep closest to the borderland waypoint.
things like this.
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logistics.
what is needed to keep the army moving.
i like oldrodks’s idea but maybe more static…
give each server a unique borderland.
remove the borderlands entry points.
connect the three server maps around a center map. eternal battle grounds.
connect them via a keep on the map edge. the keep is split in half. half on one map half on the other at least for how this game works.
both halves have to be taken and there is a space between the portal entry and the other half of the keep so that a fight can take place to take either half.
widen the spaces between keeps.
add more smaller objectives that have specific WvW effects that are interconnected.
Make sure to name things with easy to shorten names or allow custom naming of points.
moreover add a new level to the game. a strategic view.
earn command points being a commander.
spend those command points in the strategic view to create strategic quests and commands.
i am runing around orr defending camps and whatnot and i have noticed that staff aoe does not seem to get as much loot as d/d aoe.
when i launch myself into melee range and drop down rings of fire and whatnot i see a lot more loot then when i stand back and throw down staff fire and whatnot.
It seems that the mobs either die or get culled when i am at a distance before my aoe lands.
anyone else feel this as well?
Not to whine too much but what RI says is that the game wasnt thought out well. Its a design problem and ri is a bandaid.
this might be good for the culling issue as well…
to prioritize culling dead players first and aggressively.
with the out of combat res changes coming up this would have near zero impact and actual rez
maybe an easy fix for that and maybe it already does this is that everyone in your group never culls.
or place a minimum on friendly culling. say 10.
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have to be careful with having the client know too much information before its visible.
hacks.
DAOC had radar hacks where people could “see” all the of the enemies and such around them.
I am under the impression that kind of hack is completely foiled by the same issues that cause the culling. client doesnt have the data because the game is trying to give the players current data.
wrong/right?
i think one of the tricks here is to not put PUGs at more of a disadvantage.
communication changes really need to help pugs communicate so that even experienced players can join in the fray and work effectively with eachother without getting flattened by medicore groups with better communication.
+1 for clipping although it requires a very solid infrastructure which may not quite be there yet.
aoe does do high damage when applied by multiple people. removing the cap increases the gap between single target and AOE damage.
balancing wvw much more in favor of aoe classes.
its a sticky situation. fact of the matter is that aoe is very powerful.
They could make certain effects like meteor shower and such only do damage to those that the meteors actually hit. same with other object effects.
maybe they could make the effects not overlap. so that people take the damage from only the most damaging effect. or add in a aoe dimishing returns effect so that the first aoe does full effect. the second half and so on over the course of a few seconds.
This tilts things in favor of coordinated groups who can time the ae effects better than a zerg can.
1) yes.
2) no
3) sure
I dont like the way stealth is done but all things being equal the game has pretty good balance.
It sucks not being able to do good fights because
no healer.
lack of healers.
too many healers (rare)
healers are niche archtypes that generally have cruddy combat skills.
in daoc my buddy played a cleric named “mercy” he had the worst heals but could hit like a truck. then they nerfed his combat and he quit.
yeah blind is tricky. on one hand it could be extremely powerful and other it is useful only in certain spots.
it does say burning speed is a multi attack.
http://wiki.guildwars2.com/wiki/Burning_Speed
its a low damage firewall with a burn that ticks 4 secs.
and a blast.
the firewall appears to actually be in several segments and each segment is an attack. thats what i have seen anyway using it against doors and whatnot.
Slide forward and blast the area, leaving behind a line of fire that burns foes.
Fire wall damage: 34
Duration: 4 s
Burning: 1 s (328 damage)
Blast radius: 240
Blast damage: 672
Combo Field: Fire
Range: 600
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I have the feeling and from the twitch that this will be part of the achievement system.
so maybe you will get prestige off of the WVW achievements and then buy stuff with that.
if that is the case then new achievements would be 0’s but old achievements could be rewarded.
hey guys there are things that stats cant record or reward.
the idea, assuming, using achievements, is to have an achievement that is ticked by player votes.
Possibly:
each player gets one vote per category per wvw scoring option or monthly or some time period.
right click a player. vote.
possible multiple category
MHP most hated player.
voting for the enemy.
show this as stats.
looking for rewarding leaders, sportmanship, community building, scary people, cosmetic look stuff that is personal opinion.
may or may not be rewarded based on player only or overall vote counts. maybe both for some categories.
reward could be just be titles.
could also be actual rewards. karma.
reward people for voting. give karma.
yeah once the transfers cost money this will be so good for the community. imagine if you will that all of the servers are actively competing for first place.
no loot on mordred. lots of gankers.
eve is hardcore.
darkfall is/was hard core.
daoc was not hardcore pvp. IMHO.
it had pretty good group large scale pvp but man it took forever to get good.
both in play time and real time.
darkfall was likely a much superior game to daoc but i sadly didnt play it much.
remove stealth from the game, problem solved aye?
omg,
remove game from game, remove players from game, remove game from internet, problem solved….
This is just l2p issue.
Just leave grp when you paly sPvP and your friends cant see you…. Its usual to see stealthed friends from your party (even if they r in oposite team).
Honestly stealth does not seem to be done very well or integrated into the spvp system well.
in wvw its a little better but the combat mechanic of how it works is still kinda poor.
no way to uncover people in stealth.
very little use of stealth out of combat.
stealth should be a sneaky ability with some disappearing out of combat thing. if someone is hit while in stealth it should have some effect on their stealth.
stealthers should be able to sneak to get objectives.
as it is… its mainly just annoying to other players and combined with lag and culling and IMHO poor targetting mechanics more powerful than just stealth.
but whatever.
Im not sure how darkness falls sort of thing would help you know? new content i guess but there is not a gear grind to support that sort of thing in that form.
opening up dueling arenas might be good. with stat tracking and spectators.
maybe missions? Which would be cool all by itself where people could buy bounties on enemies or guilds.
Or give commanders the ability to buy missions that people could choose to do. take this spot. ransack a town.
i dunno. what is the incentive to play? enjoyment of the game i think…
I actually never played eve for longer then 5 min, so if I’m understanding what your saying, I think that would be a poor design. It would be a popularity contest.
In eve the medals were awarded by only those with the rank to do so.
So yeah there is some popularity in it but its your guild.
So even if there was no guild. and it was players basically voting with their own prestige for MVP’s.
so what.
Some people would get hurt i guess but a lot more people would build loyalty and pride and all that crud.
Especially if they were custom designed that anyone could read the text for if so chosen.
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wvw bonus’s.
Faster siege creation.
faster dolyaks
faster upgrade times.
supply bonus.
increased supply carry amount.
armor damage reduction on death
last ditch bonus’s when severely outgunned. lost all takeable keeps and such.
enemy radar near portal keeps.
teleport pads like in the Halloween event with enemy radar near them while standing on them.
no death penalty for a some time period. renewed at scoring.
other stuff…
(edited by Crunchy Gremlin.5798)
It would be cool to see an eve like medal system.
In eve medals could be created by the corp and the corp awarded the medals to the players. it meant much more to me then some title grinded out.
maybe the prestige would not be for personal use but to buy rewards for others. not sure how that would work but whatever… less automation and more player control.
Ouch!
I’m a former DAoC player and I left it because of the additional grind added by RR in order to stay competitive.
The last thing I want to see is another grind just to stay competitive. WvWvW will need an influx of new players and the ability to retain casual players that feel they can at least compete without a whole new layer of grind. Adding anything that jeopardizes this risks ruining the WvWvW environment as a whole.
Tread very carefully ANet.
Agreed.
They could possibly add non direct combat abilities.
increase supply.
faster building.
special siege.
Command tools. (targetting icons, publicly visible field markers)
dolyak speed booster.
etc.
etc.
nostromo.
2 rows of 5
1 row of 4
two thumb buttons.
almost like it was made for gw2.
i do suggest remapping all or most of the keyboard commands to open non combat windows to non text keys.
So that if you miss the chat activation you dont open a bunch of useless windows blocking the screen.
You are overwhelmed by a few extra copies of characters, dont calmly take a moment to target the proper target and thats why you arent having fun? Sounds like you should adjust how you play.
Yes likely i should adjust. I am sure its a learn to play issue. nevertheless its not any fun to learn this and there is no end in sight.
But i digress from the topic. sorry.
yeah no… i spam target calling quite a lot… so i can actually see what i have targetted as the current target stuff is not very good.
Stealth removes my target and the called target. did it last night anyway.
I do not like the amount that i have to retarget and select targets.
my thumb knuckle is hurting from pressing that button over and over. honestly a couple of thiefs popping the thief guilds elite… targetting chaos.
add in a pet necro(rare) or a mesmer(common) and oh my kitten i am lost in a sea of enemies and on top of that the mesmer or thief stealthed and i have suddenly have no target.
i just stop having fun at that point.
its a tedious chore to retarget and that sea of enemies will kill me in the couple of seconds it takes me to find a new viable target.
lets make big some big burst classes that stealth and can chaff your targetting…
Last night i saw something new.
The charr ele i mentioned in a different post, i think his name is Pierre, did a lightning flash stomp against a thief.
It looks almost like he hacked it but no he started a stomp and when the thief did his number 2 to blink to a new spot the ele flashed to him and completed the stomp.
It was… pretty kitten impressive and will strike fear into the hearts of enemies.
that looks to be a pretty high skill move.
The rally thing is much worse then the downed state. I know a number of times i pressed to down the other player only to be downed and stomped immediately giving them a rally.
it gives impression that i should not down someone if I dont think i will live to see them killed.There are situations where the downed state is very cool like duels and whatnot.
maybe there should be a rally penalty for true rallies. all debuffs for 5 seconds. crippled/chilled/weakness and such. warrior gets it after they rally from vengence.
A rez sickness might be OK too when a dead player is rezzed lasting longer.it might be reasonable to add an ability to interrupt a rez without an attack. attacking player can pull a rezzer off knocking them down.
Knockback and such are not equal among classes.really the only advantage DAOC had was the map. It was a huge seemless world with a variety of choke points and cover.
cover is a problem in this game as the name tags are so easily visible.
GW2 has decent mechanics in the wvw system itself.The only advantage DAOC had was the map?
How about the Interrupt System, the 44 Classes, The Realm Rank System, the rewarding Solo/Group/Zerg Play, a much better loot system, far more interesting skill system, No Culling, 3 Distinct Realms and Maps…
GW2 cannot be compared to DAOC, GW2 has basically the WvW system which is a shallow version of DAOCS system, People only play it because its honestly the closest thing to DAOC in a long time..But it is not DAOC…not by a bloody long shot…
DAOC was utter kitten poo when it came out. It took them so many long years to start making that game worthwhile. such obvious things too. like perma mez and stun. Thats not a “im terribad” thing its just terribad. it literally was perma mez or stun. Thane and a healer taking out armies.
no matter. im glad daoc is gone. good riddence. i did my time at the trees. not going back there.
harsh dude. But frustration does that.
for whatever reason class balancing is hard to do for these games.
Likely cause there is one or two folks doing it as a side project for all the other more important things… like wintersday and… that kinda of stuff.
Things will get better. the classes now are pretty well balanced in the overall scheme but there are certainly some that are much easier to play.
The suppression is really over the top although i think they have laxed it some. It used to be if i typed to fast i would get suppressed. didnt mater what it was. chat macros would not work.
they seem to work now.
but then again… the chat system is really not good to begin with. can’t play the game while typing.
no icons outside of a group and even then just one targetting icon.
improving the icon system would help so as a commander you can lay down icons that all of your team can see then have that text appear in map and not suppressed.
its a sad state of design but the fact of the matter is that good built in communication in an MMO takes a back seat to just about everything.
its a multiplayer game were you cannot talk and play at the same time. That has never made any sense to me.
I had thought that the commander icon should be an actual item of some kind and while wielding it you got certain abilities.
then you got a whole new world of options.
the commander icon is a player item that can drop. if the commander is killed the item drops as loot retrievable by anyone but only useable by the commander. the 100g thing would have to go.
anyway i digress. The commander thing was added last minute anyway. it will improve… i hope.
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The rally thing is much worse then the downed state. I know a number of times i pressed to down the other player only to be downed and stomped immediately giving them a rally.
it gives impression that i should not down someone if I dont think i will live to see them killed.
There are situations where the downed state is very cool like duels and whatnot.
maybe there should be a rally penalty for true rallies. all debuffs for 5 seconds. crippled/chilled/weakness and such. warrior gets it after they rally from vengence.
A rez sickness might be OK too when a dead player is rezzed lasting longer.
it might be reasonable to add an ability to interrupt a rez without an attack. attacking player can pull a rezzer off knocking them down.
Knockback and such are not equal among classes.
really the only advantage DAOC had was the map. It was a huge seemless world with a variety of choke points and cover.
cover is a problem in this game as the name tags are so easily visible.
GW2 has decent mechanics in the wvw system itself.
the thief build i was using initially was just out of the box. no changes other than to use dagger mainhand which i think was default.
generally i find i get good points just roaming from point to point and avoiding hotspot points or style crampers like “the ruins”, “the graveyard”, “the gate” and “the keep”
I think the ele is better in WvW then hotjoin. Its abilities seem to mesh there better. I think the lack of HP makes the ele a bit dangerous to use in hotjoin where one good burst landing will do them in. In wvw that does not seem to matter as much as being able to mistform into keeps and such.
burst damage on the ele is low in comparison to thief or 100b.
mesmer is a good hotjoin class too as the sheer number of targets and target loss will confuse the living kitten out of noobs and frustrate moderate players.
yes there is a difference.
Thief is cheap because it is cheap to learn. it requires almost no time investment. just about any build will get kills with dagger mainhand.
I have been killed by obvious noobs trying to hide their thief behind an obstacle… pop the thieves guild elite and HS HS HS HS
Is it OP? IMHO i dont think so. i think its powerful but from what i have seen not more so than any others.
i do find thieves less frustrating to play then ele’s or warriors.
I was stunned when people said daoc had the best pvp the first time i heard it.
it took several years to get the pvp in daoc reasonable.
when it started there was no limit on CC. perma stun and mez on a large group could be done by one healer. It was complete pile of hot steaming kitten.
It literally took years for them to get around to changing that.
They did have those web rosters to compare stats and such though and that was pretty cool.
taking keeps was pretty cool. having a good leader and doing some non zerg tactics at choke points was pretty good. have someone play bait and surprise attack… but that is primarily just map design and world size not the system.
I had the top rated theurgist for a while… Not that is saying much as it was a very under powered class in rvr for way too many years and so not played all that much.
Whats to special about interrupts? That can be done in gw2. more over you can just dodge out of the way of the attack with good timing. GW2 combat is so… alive.
Although i can still see my toon winding up for a cast and stopping. oh quickcast failed. hit again.. no wait it did work but i missed the window. I honestly hope that never happens again in any game.
EvE has a bunch of the thrill of combat that DAOC had but so much more. every battle in eve was like my first times in DAOC rvr. Do you remember what that feels like?
I dont like thief’s either on principle but… they are good for hotjoin.
especially for noobs.
very simple to use and very hard to mess up the build.
That said when all the players are good they come out about the same as anything else.
its just… Its easier to use and so feels like less work… so its more fun. IMHO.
Mesmer requires more skill and more knowledge of the class.
thief was effective for me just using heartseeker and stealth. Not even knowing what the other buttons do.
Ele requires skills and muscle memory.
a lot of its abilities are tied together and missing a button will screw up failure sensitive chains.
Most of the classes are like that.
Plus playing a thief will hone anti-thief skills. its well worth it even if deleted after 50 games.
But the end result is that for me… thief is less frustrating to play.
darkfall in concept was amazing.
full loot pvp.
The game has to support it but then gets a balance like eve does.
how much can i afford to lose going out on these player generated missions.
but thats a wvw environment. its not hot join. the hot join just needs some tweaking. maybe perma death options and new objectives.
maybe even duels with partial to full loot.
put up your wager to get people to duel you. money items or whatever.
I think they should consider adding the festival events to the pvp list.
voice to text is built into windows. it just doesnt work as is. It does seem to recognize the chat box as text input window.
so it works… you just has to say each letter and just like typing it locks out the game.
I hate that effect.
chat should not lock out the controls.
you can mitigate this damage by remapping all of the keys to some not text things like ctrl-* or f5+
but yes the chat interface is very poor. In any multiplayer setup where a person can not talk and play at the same time… there is a problem in design.
one of the things i want to see is a voice to text option that would allow me to communicate while playing the game in PUG setups.
the advantage given to voice chatters is huge and even then people wont use built in voice chat much.
i understand the logic in not incorporating it but a voice to text option would get more use IMHO.
me : nooby rifle warrior
most feared:… rangers
least feared: elementalist.
i absolutely agree. Having only one pvp mode ist boring and in my opininon the main reason why spvp/tpvp is almost dead. warsong in wow was fun, hutball was the only reason i played swtor for about two months, really loved it. in comparison to this the guild wars 2 pvp ( except wvsw, which is awesome) is really lame. I really hope they wont just add new maps for the existing pvp mode. It won’t help. We need a new pvp mode. Some kind of deathmatch(arena) and capture the flag(warsong,hutball) would be a good beginning.
the sub 50 pvp in swtor was.. fun. they got stealth right. they had good objective if only a very few maps. stealth was useful for far more than just frustrating other people. It was so cool to sneak in behind people gaurding a point and take it right out from under them and thats only because they were not paying attention. totally impossible here. stealth is done wrong.
the targetting is terrible. with effects that make me lose target the targeting has to be good and its just a mess. there are so many effects that make targetting really hard and i have to have a target to hit people in many cases. thats wrong.
there are no environmentals here. no knocking people into the fire. down the hole or whatever. im sure that if that happened there would somehow be no end of stealthers and mesmers knocking people into or over it.
the main issue is that the spvp just isnt that much fun. even if im killing a lot of folks. the battles are generally lopsided or empty… and the objectives are just secondary.
i remember that in swtor we made plans before the fight in pugs. there are no pug plans here. no sense of urgency to get objectives. even if you do the zerg comes in and rolls you.
eh. its ok i guess. its better than swtor in the sense of longevity. i got tired of swtor in a month but only because of the impending doom of max level and no contiguous game in the instances. pay to play and bugs and little to no pvp content.
that is missing here too for the most part. its a grind game for looks but no overall stats to compare. no real victories. just move on to the next map.
(edited by Crunchy Gremlin.5798)
It might be nice to see some new objectives. maybe counter strike like. no respawn. that would likely be zerg even more so but killing folks does not seem very useful beyond points.
or a game within the game. dunno. i liked the Halloween map. maybe something like that?
Name tags disappear if the target goes behind a large enough obstacle (IIRC).
likely there is some logic to it or some items in the map block it but there are items that don’t that completely obstruct the view of the target. Its like a wall hack built into the game.
The name tags make people visible behind objects and walls.
running up to some of the points on the capricorn map i can see all the red tags there right through all the buildings and whatnot.I feel like it flattens the tactics of the game. reduces what can be done.
why is hiding removed from the game?
just make a thief, hide all u want
I was going to stay away from that argument… but when someone comes out of stealth their name tag is gone for a second or so afterward.
stealth gets a gets a huge boon in this and basic targeting effects.
1 second of stealth removes the target and removes the name tag when the come back. those are both powerful effects.
The name tags make people visible behind objects and walls.
running up to some of the points on the capricorn map i can see all the red tags there right through all the buildings and whatnot.
I feel like it flattens the tactics of the game. reduces what can be done.
why is hiding removed from the game?
PvE may have more effective routes but in the end it doesnt matter all that much.
Personally i suggest one weapon for pure dps and another for a more defensive nature.
I hate glass conning in dungeons because as it turns out, for me anyway, its pointless. The purpose behind GC is to kill the enemy before they kill you which is basically not possible in dungeons.
thats my $.02 there.
however in non boss pve content going full glass is pretty much fine.
still i like to have a shield or a mace available in in my overland pve for when the fight gets tough.
the health regen trait, adrenalin on hit, and regen signet make most at level normal mobs simply unable to hurt the warrior. I have gone afk with a single mob hitting me just fine and in lower than my level… groups.
In my humble opinion my best way of learning a class is to pvp.
Not everything applies to pve from pvp but some basic stuff does and still a lot of abilities do. Plus i learn the flow better.