Showing Posts For Diaster.9573:
I think that if the main theme is to bring the foe down to your level and fight a sustained battle, that debuff’s are the way to go. Weakness right now feels like a poor condition to use. What I’d like to see is it changed to:
Weakness (caps at 10 stacks)
Your next attack deals 5% reduced damage and removes 1 stack of weakness.
Or
Add the effect where when applied it removes 1 stack of defiance and in the new system have it count as a condition that will affect the new defiance bar.
I think these changes would definitely be able to make necro’s have a unique niche in support.
in response to the condition guardian
Since it really does take at least 3 conditions for a condition dmg build to work, why not allow guardians access to bleed, and them give them something along the lines of terror for burning?
Perhaps a trait where the guardians symbols apply 1 second of “holy flames”, causing double dmg from burning or some other scaling.
For consequences (I say this with invasions in mind) perhaps the removal of resource nodes for X amount of time? If zones have more benefits in them in the style of resource nodes then a much simpler system for consequences would be attainable.
One thing that bothers me is that normal events in zones are almost always completely ignored except when leveling. It feels like so much of the content in the game is wasted because the rewards for doing events is mediocre at best.
One example to fix this would be a meta achievement to gather X of a zone unique resource in exchange for a hefty daily chest. Having events block the nodes would have players be inclined to push events to get the nodes, which could open up a lot.
For me, there are a couple things I’d really like to see done that would really make living story a lot better.
1. Attention to details – Right now most of the living story has tried to have an impact on a zone, and in some cases (FnF) the impact was really well seen all over. This latest update, was gearing up to be great as well, having all the trees chopped down, the village dismantled, the impact could be seen all over the zone. Then with this last update, it kinda dropped the ball. There is this giant tower spewing poison all over and the centaurs have Krait inside their base attacking them, and yet they act as if they don’t even exist. Then we have Scarlet who as a character I’m fine with. Its the details surrounding her that are really poorly though out in my opinion. I get we don’t know the whole story with her, but what we do know seems like it would have caused a lot of ripples that have been ignored or are taking forever to get to.
2. Pacing – In real life, these things are happening every two weeks, in game I have no idea what the time frame for everything happening is. It is really disorienting not knowing if the time between two patches is one day or 3-4 months. Maybe a subtle way to fix this would be to put a date on the compass when we are in an instance so we can keep track of the time these events are suppose to be happening?
3. Consequences – This is what made the low level personal story so great. Save your friend or save the city? I also think it is the reason for almost all the of hate on a certain green leader. Towards the end of the personal story, we got to make decisions, but we never really got to feel any impact from them. It was “Here are your order, do it way 1, 2, or 3.” Our decision went from having a huge impact on those around us to flavor of the week. I understand living world is trying to focus mainly on the over world, and the players can only have so much impact on it. But given the amount of instances that are used I still feel like we can still have a large impact on living story, though in a more contained fashion. Just keep things contained to each chapter, and based off of personal stats and achievements of the character. That way the events can still have effected the world, but the player will feel like they controlled how things played out.
(edited by Diaster.9573)
Well yes and no. If you have good map awareness and scouts properly set up, you can tell when an incoming attack is going to happen and with that make a proper response. But since scouting at the moment returns 0 profit for the scout, this is why I feel an npc should be able to be setup in some way to do it for the players.
Well for 1, it is just a bit more incentive that should have low impact on badges as a pvp currency.
Now not all of these are originally by me, but these are probably the three things that I felt needed to be changed/added the most.
Change 1: Have a successfully completed upgrade to a keep or supply camp reward badges of honor relative to the upgrade cost.
-Reason: Right now only those who are dedicated to their server in WvW are generally willing to part with their money for upgrades. I can understand part of the reason for the gold cost, is as a gold sink. But with no individual return many will pass up on these upgrades. Having a small badge of honor reward to those whom successfully complete an upgrade will encourage those who are tight on the purse and want WvW weapon skins to contribute and on the whole will encourage more gold to be sunk.
Change 2: Add call outs to sentries at control points
-Reason: As of now, claiming land will cause a veteran guard to spawn and stand in a spot. This guard can rather easily be killed in 1v1 or just run around. Having look outs and knowledge of enemy positions in WvW is EXTREMELY important, but due to issues with botting no rewards can be assigned for this important task. It is unfair to ask a player to have such an important job but have no reward for doing so. the solution is to have the NPC’s do the task in the place of the player. The way I envision it working, is when an enemy player enters their sight range, they enter into chat that the enemy has been spotted. Then by going to the world map and hovering over his map icon you would be able to see a number next to him representing how many enemies there are, or see icons for them on the map directly.
Change 3: Desperation bonus that gives bonus hp and stats to a side based on how little of the map they control
-Reason: Right now when one server is in a winning position, they often completely dominate both the servers they are facing. For winning they are receiving increased hp & stats from the orb, better positional advantage by having all the npc’s on their side, and a large gain in total points in the match. On top of this the losing teams morale is low due to how hard they are generally being beaten. At this point in order for the teams to have a fair chance to fight back, a small hp/stat bonus should be added up to a maximum of the orb bonus. Just as is done with the point totals, object owned should also hold the same weight when counting toward this bonus.
Ya, I finished my personal story today and went back home, hoping something would change but no luck. I guess I’m too busy for a beer with Andrew and Petra when I have nothing left to do.
Well the gameplay model is based around the event system, and the game is suppose to be based around the players, personal story or not. Though the two are not completely separate it seems odd to me to have them as far apart as they are. This is especially true for event chains which I just ran through and defeated the centaur army in several key places, and then face the chief. The chief doesn’t recognize that I’ve done anything and just keeps running at the mouth. I get he thinks he is some sort of god, but you’d at least expect him to say something about stringing me up for killing all his minions. (no I don’t have anything against the centaur quest chains, they are just the longest chain I’ve been able to play through)
I’d like to start this post off with a bit of a side story. Skip down if you want to get right to the suggestion. Back when I was playing GW1 and eagerly awaiting the release of eye of the north, due to all the buzz of Gwens return. You can just imagine how sad I was when after all those years (in game and out) she didn’t remember me at all. Then as I was playing through and beat the game, one day on the wiki I saw there was a quest “Then and Now, Here and There”. In this quest, if you brought the old cape she gave you, you would go on one last personal adventure with her full memory of you intact. This was hands down my favor quest in the game. Its reward was crap and I could easily read all about it on the wiki, but I wanted to do it. I wanted to go on a quest with an old friend.
You could just imagine my excitement when A-net released the GW2 manifesto. They talked about how it would be our story, those we helped would remember us and we would have a real effect on the world. And I’ll admit my hopes were high. A-net has delivered quite well on most of its promises. This area though, I really felt fell through.
Right now, the game remembers your achievements in a couple forms. Heart vendors, some npc dialogue, and through the quest tree in your personal story to a slight degree. Though this is a large step forward compared to the old days of GW1 and most other mmo, I still wish to ask for more. One of the things said in the manifesto, was the line “The boss I just slayed just respawns 10 minutes later, it doesn’t care that I’m there.” I though to myself, how could they possibly pull that off? And well given it was around 4 years after the manifesto was released that GW2 actually came out, I had plenty of time to think. I want the world to remember me, my achievements. If I go into an area I want more then just the heart vendors to remember me. I want the centaur chief I beat to a pulp to stop shouting that I will never stop him though I have done it before.
The actual suggestion -
What I’d like to see done is a detection system, that just checks if the player has done the event before. Then change a little of the dialogue to reflect this fact. Maybe have it so if I visit home and talk to some old friends, they ask me about some of my exploits and talk about rumors they have been hearing of me instead of a two line I’m too busy to talk response. Just a small dash of detail, which I’m sure we have all noticed A-net loves to add to spice up the game. Though I’m sure this is actually much more complex than it seems it is something that would make playing through again so much more worthwhile. Fighting that pompous centaur chief for the 3rd time that used to run at the mouth instead having a bit of fear in his tone, or a bit of rage at seeing me again would be amazing. Or a good laugh at how word of mouth changes things, and rumor has it I’m a miniature norn going around throwing tanks at the undead during my battles with Zhaitan on a distant shore.
While I recognize that many other more important things still have yet to be added, this is something I’ve long hoped would be added in one form or another.