Showing Posts For Doombringer Thor.5649:

Night Capping and YOU

in WvW

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

Honestly, the outmanned buff is a step in the right direction, but the reality is that it kicks in too late, doesn’t scale, and doesn’t effect results.

Instead of just turning on at the extremes, it should start at a point and gradually scale up as they get more outmanned. I was playing on a map where we were on the line for getting the buff, and it was incredibly frustrating. I would much rather have had a consistant buff at 50% while I was pretty much equally outgunned one moment as the next.

The other problem is how it works. If you are trying to promote more players to enter, the PvEers have no way of knowing without trying to get into WvW. As soon as they do, the buff goes away, too. The buff should honestly bump combat stats instead, capping at no more value than an orb. If you don’t think 3-orbs can be impossible to overcome, then 1 orb for an outmanned team shouldn’t be bad either.

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Revolutionary improvement to mobs, easy to code.

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

It might be “easy to code”, but it would be time-consuming to code. They have a team on AI, I am sure, and they worked just as hard as the other teams, I’m sure. you would be asking them to basically make several separate AI for each foe, then put a random generator to pick between them. But realize that most foes in the game are scripted as it is. An army spawns in waves as an event demands.

I would also then argue that even this proposal isn’t realistic. While there are some differences from individual to individual, there is a reason why hunters use the same tactics successfully for every animal: they play off of Fixed-Action-Responses (or instincts) of animals. Believe it or not, sentient life reacts surprisingly similiar. So, any changes in AI thread you would make would have to be minute and subject to override. That would make it even more complicated and difficult.

Overall, it wouldn’t necessarily be impossible to pull off if they wanted to do this from Day 1 of game development, but you are asking them to revamp the foundation of a game they are polishing. It is just asking too much for too little.

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Loot Bags in WvW - Please Consider a Change

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

They did change it though, if you have been in WvW recently. Drops now spawn by you when you kill a player, so simply turn on auto-loot and hit f as soon as you kill some1.

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Use an utility skill in the elite spot.

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

The idea behind Elites, going off of what ArenaNet said in blog posts and the old gw2 webpage, elites were always designed to be slow-recharge game-changers. If you ever played D&D, they could be compared to daily powers (utilities would be encounter powers). These are (generally last-ditch) efforts that can turn a loss to a win.

Timing an elite drop is critical, especially in PvP. While some utilities do exist with recharge rates that excel those of some elites, they are few and far between and almost always signets. Thus, utilities can generally be dropped with more leniency than elites, especially when combined with traits that reduce their recharge times.

This can be converted to the quantity of skill required to use a bar.
Utilities have lower-skill requirements, although some can require more player skill.
Elites have higher player skill requirements.

Therefore, 4 utilities would promote lower-skilled players while possibly hindering higher skilled players, and would certainly detract from the idea of an elite skill.

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Deposit Max, Withdraw Max

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

Just like the system in gw1, right? That would be nice.

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A sour look at the state of *pre-cap* crafting

in Crafting

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

There is a simple fix for this, honestly. Decrease item drop rates, increase mat drop rates, and if necessary to compensate the changes, increase raw $$ drop rates and decrease crafting xp. Honestly, I feel like getting random armor and weapons from every lootable creature in the game unrealistic and silly. I would much rather have an economy where the creature determines the drop and where crafting gives you the best gear.

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[Suggestion] WvW is an unfair goldsink! But it could be more fair....

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

Well, if those solutions aren’t the ones, then what are better ideas? The problems are still problems, even if the solutions aren’t solutions.

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Mounts!

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

If you don’t like the idea (like I don’t), +1 this and please don’t bump the thread. Thanks!

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Curious if anyone else would like this - Weapon Dyes

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

Love this idea, even if the changeable area is small (such as hilt/grip area for legendary weapons).

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[Suggestion] WvW is an unfair goldsink! But it could be more fair....

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

There are several problems with WvW and its goldsinkedness. But I also have solutions.
(Note these solutions may not be the best ones, and I am hoping people can come up with even better ones!)

Problem #1:
Those who don’t spend money can walk away with cash lining their pockets, while those who aren’t miserly have almost nothing to show of it.

Solution:
Siege weapons
If you put down a siege weapon, you should get (atleast temporarily), a small fraction (doesn’t have to be much) of the credit towards any events the siege weapon is used for, and possibly drops too! Just something that gives a feeling that it isn’t a total waste of cash.
Upgrades
Give upgraders influence(again, doesn’t have to be much)! Especially if their guild is the one owning the fort. Again, it doesn’t feel like a total waste of money.

Problem#2:
Commander is illogical. The idea behind the 100g is that theoretically, those with such wealth are experienced at the game. The reality is, that wealth can come in the form of luck (legendary weapon ingredients), or real world-money, but CANNOT feasibly come from WvW (assuming they are playing it in a way that would suggest player skill).

Solution:
Make commander an achievement, not a purchase. If you spend x on WvW upgrades and siege weapons, you get commander. x can be astronomically higher than 100g, making it a bigger goldsink. This would also make the commanders far more likely to be experienced. I would propose a split between WvW commanders and PvE commanders with this.

Problem#3:
Prices aren’t unworldly, but the drops are non-existent.

Solution:
Make magic find affect Badge of Honor drop rates. These badges cut WvW expenses without allowing misers to reap even more profit. Also, magic find gear is less powerful than alternatives, meaning it is theoretically a disadvantage to wear it (making a player have to work harder to earn those same badges).

Thanks for reading, please comment and discuss below!

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Guild window should show which WvW zone someone is in...

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

This saves time and energy, I feel this is a great idea.

Right now, if I see a guildmate in WvW, I have to ask them which map they are on.
Idk how you all play WvW, but for me, it is a chat-heavy and combat-intensive experience. So, when that all-important question is asked, the time to reply isn’t always favorable.

If the map was shown, you could start queuing and give them a head’s up without hindering their progress.

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Legendary weapons-1-handed discussion

in Crafting

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

Yeah, there’s an idea: what if getting a legendary simply unlocked the skin? You craft a consumable which just gives an account-wide access to the legendary weapons. That would be nice. =P

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Legendary weapons-1-handed discussion

in Crafting

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

Yes, but Xemos, you must re-do 100% map completion. That is what I am looking at: 1 playthough vs 2 vs 3

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Personal Playlist

in Audio

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

I remember reading in a blog a while back that you could switch out in-game music for a personal playlist, and I was more excited than usual(I was almost always extremely overjoyed to hear every great idea you guys would implement into the game, but that was one of the better ones). I was wondering if that was implemented, because I cannot seem to be able to access it. Help?

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Guilds - Time stamp on people.

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

I hereby sign this petition with an affirmative +1 ditto.

+1 ditto

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Legendary weapons-1-handed discussion

in Crafting

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

Legendaries are probably one of the coolest aspects of the game. Not only are they crazy difficult to acquire, like some of the titles in gw1, but they are also massive currency sinks (for those who didn’t notice), which helps keep endgame-players from racking up stacks of unbelievable wealth. In that regard, they are strokes of genius from Arena Net’s standpoint.

But there is one issue with them: they aren’t equal.
Here’s why.

Every character has the opportunity to make 2, count em, 2 legendary weapons, one for each of the gifts of discovery they receive upon map completion.

For the sake of addressing the bigger issue, I will first only look at those who can switch weapons-all 6 professions not engineer or elementalist. These proffesions have 2 weapon sets, each capable of being one 2-handed weapon or two 1-handed weapons, as well as having two 2-handed aquatic weapons. This means that the average player has 4-6 weapons in use at a time. The thing is, there is a HUGE difference between the players with 4 and 6 weapons when it comes to legendary weapons. Money, materials, karma, everything else aside, each 100% map completion (no easy task) is 2 weapons. This makes 2-handed weapons 1.5x (2x excluding aquatic) more valuable than a 1-handed weapon because it brings you that much closer to being “fully legendary”.

BUT WAIT. It gets better. If you happen to be an engineer or elementalist, and if you happen to prefer your 2-handed weapon better than any of your other few choices (like many of those professions I know do), then you can become “fully legendary” with no additional playthroughs.

TL:DR 1-handed weapons are less valuable legendaries because they “fill” more of you with legendary-ness than alternatives.

Please discuss!

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Town Clothing: I want to actually wear it!

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

Why not just add a hot key that toggles between whether or not the character automatically switches into combat gear when taking damage?

Going off of this, you could add a checkbox in options that says “manual clothing switch”. This would remove all switching in combat or not and instead made it so that only using a skill or pressing a hotkey would switch it.

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Town Clothing: I want to actually wear it!

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

I personally have a problem with cliffs. They are really attractive to me and I don’t mind jumping off them. Normally, this is fine, but it keeps me from ever wearing town clothing in a town because as soon as I take fall damage, it thinks I am in combat. There is a simple solution: don’t make fall damage switch out of town clothing. Now, I do understand that programming this may be less than easy, as it is probably far easier just to sync with the already implemented combat check that is in place. So, I suggest another alternative; if you are in a town, toggling to town clothes is a permanent thing. It would be even cooler if I could keep my weapons (for the speed boosts), but as it is, even just making my clothes stay on would be appreciated. Thanks for reading!

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PvP Observe

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

This is as much of a question as a suggestion. I want to know if you are planning to implement observe modes for tournament PvP like in gw1 and if you were planning on ever making WvW maps observable (like seeing which outposts are owned by who). The latter would be nice because then even those who are just queuing know what they are getting themselves into. From outside WvW, you have no clue what is really happening where. Likewise, outside of tournament play, the meta can be very hard to determine.

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Waypoint costs have to go.

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

Its a matter of y=mx+b. Y = cost, x = distance. Atm, m is a constant and b scales to your level. instead, b should be a constant and m should scale with level.

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[WvW] More Useful Sentries

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

That and it would be nice if all of YOUR sentries showed up on the map. They should all be visible, instead of showing up only after you got in-range.

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Fishing

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

Here’s an idea: everyone gets a rod, but you have to buy bait. Bait would be fickle: put too little, and no fish will bite. Put too much, and you get pulled into the water by a nasty veteran fish! You could also implement skills like setting the hook and mastering when and when not to reel into fishing. Baits might even come in different types, each attracting different fish.

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On siege engines, new varients and improvements

in Suggestions

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

WvW is a lot of fun. But there are some small problems with the siege engines.

1. Once built, supply can no longer be used to repair them. I feel like one they are built, instead of giving players a “you can’t use that” message, let them repair the siege weaponry with supply, even if it would take a lot MORE supply.

2. When you use assault a wall, you don’t get rewards. The players who stay back, play smart, and set up siege weaponry not only have to pay more than the players who fight in normal combat, but unless they target the enemy players vs. buildings, the players gain fewer rewards, making it even less worth their trouble.

3. There could be more! There are 4 siege weapons I would love to see added. Note that I recognize they are somewhat redundant, any of them being implemented would be cool.

a)The first is an escalade (a siege ladder). These were real siege weapons designed to get players over walls. I feel like walls are neglected, and these would add a new element of fun. You could make it a hold skill that teles you up at the end. I actually have several ideas on how you could implement it, all of them reflect the real things. Note that they shouldn’t be able to get a mass of people up quickly, and might even be able to be knocked off of the wall!

b)Similiarly, I would love to see siege towers. They would be, no doubt, very expensive supply-wise, costing 500 supply IMO. They would be big; tall enough to scale a wall. I would say they should be mobile, with one person driving, but that is optional. They could even be designed to have different levels on them, where more siege weapons could be housed. Again, just like the real thing!

c)Mining golem! It would be less capable of performing in combat than an alpha siege golem, but its skills would be explosives, making it better equipped to blow up gates and walls, specifically walls. I felt a golem would be more appropriate than hiring a mining specialist.

d)A bomb! Simple, effective. If a mining golem doesn’t work out, you can always make super-powerful bombs available. This would definitely fit well with the idea of supply helps repair, because if you are worried about diminishing a gold-sink, then this should cure those fears. A bomb would be a 1 use item that, after being constructed with supply and the blueprint, could be picked up and applyed (this one I would say should only be used by the maker, because they are one use). If the guy holding it dies, it goes off. But in any event, when the bomb went off, it would do massive damage.

Thanks for reading, and excelsior!

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I'm looking for a guild

in Guilds

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

I think the guild you need is She Said She Was Level Xviii [oops]. With a name like that, how much fun isn’t to be had? Check out our site on http://shesaidshewaslevel18.theoks.net and join us on yak’s bend! We have a ts3 server and promote an (optional) first name basis, so we can grow together and have fun. Message me or pm me if you have any questions, and I hope to see you in-game!

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Erradon Terrace: Looking for active guild.

in Guilds

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

I noticed you haven’t been replied to. If you are willing to switch servers while it is still free, you should check She Said She Was Level Xviii [oops] on yak’s bend. We are friendly (all of us on ts3 support an optional first-name basis), play every aspect of the game, and are looking forward to growing in the future. Our guild site is http://shesaidshewaslevel18.theoks.net. Hope to see you in game!

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3 MMO experienced people LF Guild...

in Guilds

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

Try Yak’s Bend instead (we destroyed borlis in our match against them, so I will let you decide which is better ;D). We have got an all-around guild there that has many friends and much fellowship for you to enjoy. Guild name is She Said She Was Level Xviii [oops] and you can check out our site at http://shesaidshewaslevel18.theoks.net. We don’t have mumble or vent, but we do have ts3, which is just as good, if not better. Hope to see you in game!

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She Said She Was Level Xviii [oops] is recruiting in Yak's bend!

in Guilds

Posted by: Doombringer Thor.5649

Doombringer Thor.5649

http://shesaidshewaslevel18.theoks.net is our guild site, so check us out! We have a running teamspeak 3 server, provide sPvP, WvW, and PvE support, and are english-speaking. We are kind of ambitious but extremely laid back and humorous. We want to have fun and play hard, and that is exactly what we do.

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