Showing Posts For DJSushi.5406:

Thanks for the KungFu

in Thief

Posted by: DJSushi.5406

DJSushi.5406

Spent the first 20 minutes of the expansion autoattacking Moas and loving every second of it.

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Staff Animation (3D animated example)

in Thief

Posted by: DJSushi.5406

DJSushi.5406

This is awesome. I really hope the staff animations move in this direction before release.

With regards to the team not wanting to lean too far towards Martial Arts style animations I have to ask – Is there another style of fighting with a big stick that I’m unaware of? Besides yknow, swinging really hard toward the ankles.

Daredevil updates, post BWE 3 (launch)

in Thief

Posted by: DJSushi.5406

DJSushi.5406

While the mechanics seem solid and I certainly had a blast playing Daredevil in that respect, I really wish the staff animations had a stronger Martial Arts feel. I realize I may be beating a dead horse here, but for the sake of feedback – I am way less likely to spec daredevil because of the staff animations.

Will There Be Any New Emotes?

in Guild Wars 2: Heart of Thorns

Posted by: DJSushi.5406

DJSushi.5406

I miss /airguitar regularly

Norn Camera Angle too High

in Bugs: Game, Forum, Website

Posted by: DJSushi.5406

DJSushi.5406

I am also experiencing this issue. Haven’t played my Norn in quite some time because of it. Would really like to have this fixed.

CDI-Guilds- Raiding

in CDI

Posted by: DJSushi.5406

DJSushi.5406

I wonder why they moved that far away from GW1 in many aspects

like the skill-variety of mobs
like patrolling mobs
like mob-groups

Maybe there was a reason for doing so and it wouldn’t work well with GW2’s gameplay?!

I feel like the Open World element is what changed this. Having mostly patrolling mob groups could be convoluted and unwieldy in a persistent world. But with Raiding the content would be Instanced (personal assumption), which in my mind would be perfect for incorporating the aspects you mentioned.

CDI-Guilds- Raiding

in CDI

Posted by: DJSushi.5406

DJSushi.5406

With regards to “Foundational raiding mechanics based on the core combat and movement of GW2” Hopefully this is on point.

After reading the summary posted, the idea of roaming mobs stood out to me as immensely enjoyable.

1. It provides variety and challenge. Players must stay alert. Patrols can come together in just the wrong way or can be singled out.

2. Knowledge of map/patrols becomes important. Makes avoiding groups of enemies feel like part of the challenge rather than some weird speed-run tactic.

3. Makes the map feel alive and less static. Not just a series of rooms with various setups.

4. Huge callback to GW1. Certain elements like elite units that provide temp buffs if defeated, but can be avoided.

5. Potential for new styles of content and great atmosphere. Two armies of NPCs moving towards each other adds a time constraint to assassinate a general. A deadly enemy group is actively hunting you, or your NPC. Or NPCs are just going about doing whatever for atmosphere alone. In either case it is much more interesting than static mobs.

No Living Story = enjoying the game again

in Living World

Posted by: DJSushi.5406

DJSushi.5406

It was depressing to see Kristen Bornemann’s (Guild Wars 2 Development Director) write such an optimistic presentation on the two week release schedule for GW2 at the GDC. It seems like the higher ups are so focused and obsessed on what an achievement it is to release content every two weeks (which it is, I don’t want to distract from my point by giving the idea that the release schedule doesn’t require good work – it does) that they are losing sight of the context in which the content is experienced. People moaned about permanent content all year long, Colin told us we were heard and still the bulk of content released since then has been temporary. Players complain about achievement point grinds but they keep on coming. Players complain that content required them to play on ArenaNet’s timetable and not their own but you wouldn’t even know they read that from the way they continue to praise their release schedule without even recognising that the final product is different from a traditionally developed and released piece of content (I do believe the quality of content has suffered in their two week pipe line).

Very few content updates in that two week schedule had the quality of a more traditional MMO content release (whether it be an expansion or a content update which most MMOs experience). The two week format still has a quality vs quantity issue imo and that’s before you get to the temporary content issues.

I like the idea of ongoing updates to the game, but I don’t believe the Living World release schedule, poor story and gameplay are up to par. I certainly don’t miss the Living Story, designing a game with “keeping players around” as the sole focus is a recipe for bad decisions.

This, so much this, all of this. I strongly hope the people with the decision making power will realize this before it’s too late for the game.

They’ve said they’re trying to have the LS be like a TV show where you “want to zap in every week”. Except even with TV shows in today’s day and age, there’s probably a majority of people who don’t watch them every week when they come out, but buy the nice boxed DVD set and then watch them on their own time. TV shows don’t get erased from history once they’re aired, no, they’re available for sale and to re-watch them over and over again. People pay for DVD sets to get a coherent experience of content on their own time, the same is true for expansion sets …

I would have MUCH preferred it to pay 20$ and get the entire past year of Living Story in a nice, always replayable, always available when I want it, expansion set.

Double this. As someone who rarely watches TV shows these days until I buy it on dvd, I completely agree with this. I’ve even bought full dvd sets of shows i’ve already seen, just for the sake of knowing I could rewatch them anytime I choose. This same logic applies for a game – ANET I WILL SERIOUSLY PAY YOU TO HAVE UNLIMITED AND UNRESTRICTED ACCESS TO THE CONTENT YOU MAKE.

Possibly I just dont realise how unimportant this particular type of consumption behavior is in the big picture of revenue models or whatnot, but I find that hard to believe. Cause I mean, I spend stupid amounts of money on TV show dvds.

(edited by DJSushi.5406)

Dolyak Express Feb 21, 2014

in Guild Wars 2 Discussion

Posted by: DJSushi.5406

DJSushi.5406

Currently the ambient music is GW2 starts and continues to completion regardless of map change. Since various areas have particular sets/styles of music (Krytan, Shiverpeak, Ascalonian etc.) this can lead to a song playing across multiple areas it may not represent thematically, or even a prolonged silence.

I’ve always found the music in the Guild Wars world to be an important locational queue – something that really gives of sense of where your character is physically. This is very important in an otherwise virtual space, especially when travel is unrestricted and instantaneous.

Would you consider changing the way in which music is triggered throughout the game, especially in relation to map/locational changes? Or is this an intentional design to keep the music as free-flowing and varied across the game-world as possible?

(edited by DJSushi.5406)

8 hours every 2 weeks OR miss the main story

in Living World

Posted by: DJSushi.5406

DJSushi.5406

This is considered A Living Story. Time should not stop for players who where not around nor new players.. We don’t have time machines to go back and relive past events in the real world. We read about it or watch d footage of it. This should be the only way for people to “relive” past events.. Snooze you lose!

But what benefit does this lend the game? Realism is an important part of immersion but deadlines, time-sensitive content, and the regret of missed opportunities are things I specifically DO NOT want in a game. Part of playing a game for me is exactly so I can escape these particular aspects of reality. A place where I can enjoy myself at my own pace without the fear of missing content.

And again, what benefit does this adherence to real-time story lend to the game? Does the idea that the universe is temporally consistent truly add a large amount of enjoyment to your gaming experience?

Story and Open World Permanence

in Living World

Posted by: DJSushi.5406

DJSushi.5406

Dear ArenaNet,

Story and writing have been big points of contention recently. I have my opinions, but suffice to say I was pleased to hear that the Origins of Madness update contained an instance that introduced a new character and focused on dialogue. I was further excited to hear that it was pretty awesome.

The instance in question though (A Moment’s Peace) has since been removed with the introduction of Edge of the Mists. Having been unable to play for a while my only recourse for experiencing this content is apparently a YouTube video.

I don’t want to get into subjective views on writing style, but one has to question how much a game can value storytelling when the content is not even preserved. I couldn’t even give you an opinion on it if I wanted to.

Obviously I could watch the youtube video, but upon learning this was my only recourse I cant help but feel frustrated, like I’ve missed the start of a movie. A game by definition involves interaction, and a youtube video is far from it. Not only do I loathe having to watch the video, but I find playing through any proceeding story content in-game frustrating and disjointed. No matter how good the recap, watching one is never the same as actually playing it. That’s simply the nature of the medium.

Why is it that this instance, among other story content, is consistently removed after its time in the “Open World” comes to a close? I hear a lot of people answer with regards to temporal consistency, and there’s validity in that – its an immersion breaker and part of the Open World concept. But what good is this Open World consistency when the story itself is literally unplayable? I don’t go back to Surmia in GW1, see Prince Rurik and exclaim (spoiler alert): “By the Gods man, I thought you were dead!” and proceed to get really confused. These sorts of idiosyncrasies are certainly less immersion breaking than skipping entire chapters of the story.

As such the point of this rant is to request, with respect, that you really reconsider what vehicle you intend to use to deliver story content, and that it has some form of permanence. After all as with any good story, I would love be able to experience it at my own pace.

Collaborative Development Topic- Living World

in CDI

Posted by: DJSushi.5406

DJSushi.5406

Can you provide an example where you felt a dialog exchange between two or more characters in the Living World story sounded forced, was written too formally, or the performance didn’t fit the situation?

Questions like this are plagued by personal opinion, but in the spirit of constructive criticism here’s mine:

Kasmeer: “and it came down like a … like a”
Marjory: “like a Norn fart at a moot”
Kasmeer: “Marjory!” giggle

The joke itself? Marjory could just be that kind of person, the character who says inappropriate things at weird times. That’s a great character to have. It’s the reaction that doesn’t fit. We’ve just discovered a secret base writhing with evil energy, populated by creatures whose entire cultures’ revolve around torture and whose pastimes involve dragging men, women and children screaming from their homes into the murky depths and then eating them alive. And Kasmeer’s response to an inappropriately timed joke? Giggling like a schoolgirl.

I feel like the only “straight man” in the cast is me, the player, which puts me in a weird place. Chiefly, that I look around and all I can think is “By the Six Gods, you people are all insane!” Scarlet is insane, Marjory and Kasmeer are making cat noises, and no one in sight is exhibiting any particular fear of their imminent, painful death. You’ve got the quirky down, but the regular classic fantasy to contrast it against I feel is far too minimal.

I rarely find that the dialogue thus far sounds forced or too formal, but that it often does not fit the situation.

Collaborative Development Topic- Living World

in CDI

Posted by: DJSushi.5406

DJSushi.5406

I’m more convinced turning to a traditional content release concept rather doing this episodic thing would be better for GW2. The instances with Roxx and Braham, Scarlet’s playhouse etc could have been triggered after one finishes their living story as the next chapters so people can do them at their own pace and experience a personalized story. Doing it that way would allow for things like recognition from NPC’s or slight alterations based on our characters past choices.

Meanwhile the Molten Facility or Aetherblade retreat would have been better as new permanent dungeons, with explorable paths as well as their own rewards and armor.

In my opinion a game just shouldn’t try be a TV show.

I’m not sure the two need to be mutually exclusive. What if every X amount of time that seemed reasonable, the story simply kept being expanded in the way you’re discussing rather than be released in one big chunk?

But if you’re not up to that point in the story arc, you can play it when ever you get there.

This would be great, but I think it brings up an important point regarding how we experiance a static story within a changing world.

All of the story instances will have to be experianced as historic episodes, like a sort of flashback or retelling up until the current release. I think this works fine, as the LW story instances can be designed with this in mind moving foward. But as for the Personal Story it gets potentially more complicated. Will the PS also become a series of flashbacks, with my character walking into a green Orr to “remember” when he fought Zhaitan? Will there be a pre and post PS split in the world through some sort of phasing? Or will the areas affecting personal story be strategically avoided by the changing world?

The latter seems practical, but it is limiting from a storytelling perspective.

Collaborative Development Topic- Living World

in CDI

Posted by: DJSushi.5406

DJSushi.5406

Many awesome ideas. Here’s what I’m taking away from it:

Regarding the Living Story and Permanence.

The issue seems to be pairing a changing evolving world of new content with preserving that same content so the game “grow” rather than just “change”.

I see a new player logging on a year down the road. The open world is in whatever state the current Living World releases have brought it to (perhaps a new Khan-Ur is invading Kryta, about time). The new player stumbles into Lions Arch plaza and sees some drunken Norn with a LW marker.

Drunkard: “I wuss right here when it happened! Captain Theo Ashford himself, fried to a crisp!”
Player: “When what happened?” → Que Instance

The player (and party) is now in the Dragon Bash instance. Upon completion, he is spit back out into the open world, where heralds are still yelling about Khan-Ur Slagtusk’s Invasion. The player can now continue on the old story from his current point (steampunk pirates? Yes, please) go back to the beginning (I obviously need to catch up) or just skip ahead to anywhere in the LW story up to the present release (oh THAT Scarlet. Yea, no thanks).

This keeps the world “living” and alive with constant updates and real world changes, but the story remains accessible and playable as the game moves forward. I feel that the developers are keen on seeing the open world grow and change, potentially in radical ways. But as a story players must have a way to go back and replay or catch up. I think players across the spectrum will appreciate the story more if they see it as something physically part of the game, like the first season of a TV show they can either rewatch for all its charm in trying to figure itself out or skip in its entirety to get to the polished meat that I have no doubt we will see in Guild Wars’ future.

But before any of that happens, we need the physical structure of the storytelling in place – the ability to replay story instances and key content from previous LS updates (or at least moving forward).

Collaborative Development Topic- Living World

in CDI

Posted by: DJSushi.5406

DJSushi.5406

My favorite thing about a good TV show? I can rewatch my favorite episodes.

Would love to re-live turning into an Avatar of Balthazar and doing work on some Risen. Guess i’ll have to level a new Priory character every time I get the urge.

Really don't like these deadlines

in Flame and Frost

Posted by: DJSushi.5406

DJSushi.5406

I agree wholeheartedly with this. While the content itself has been great, the time limit seems arbitrary and frustrating. For me, it has turned the content from something I may want to do to something I need to do, checklist style with a time constraint. While I realize we (those who somehow didn’t have time) are a small minority, what does this time constraint possibly add to the experience of the majority? They get to watch us grumble on the forums?

In short, I feel that this time-sensitive content goes entirely against the ethos or whathaveyou that GW2 is trying to achieve: Play your own way, but not on your own schedule.

The future of SAB

in Super Adventure Box

Posted by: DJSushi.5406

DJSushi.5406

While I agree that the prestige factor is a huge force in the game economy, I do not see the logic in permanently removing the current SAB skins.

If i see a shiny prestige item that I like, only to learn there is 100% no way to get it, I will have no inclination to do anything as an economic actor. There has to actually be a chance, no matter how slim, that I can get a prestige item for it to motivate me to spend money or time and otherwise participate in the economy.

Legendaries are a good example. I will probably never get one, but since it is technically possible, I assign worth to all the items/tokens/recipes/farming methods that go into making one. This creates value, and value creates an economy.

Lets see your engineers!

in Engineer

Posted by: DJSushi.5406

DJSushi.5406

I finally finished Flameseeker a few days ago and finished my look too. I’m pretty happy how he turned out.

Is it just me or do you have multiple orders’ gear (Whispers pistol and Vigil pants)? I didn’t think that was possible.