Showing Posts For GCap.3764:
I have to disagree with everyone saying… “once you have money, you won’t care” – it isn’t the point- it is still another money sink and it discourages exploration. I don’t feel you should have to pay 1-2silver to go 200 yards because you are lvl 80.
It should either be priced by level of the zone or overall distance. But Zone is more appropriate. Otherwise you have to hop an asura gate to a local city and then port from there to avoid spending 2-3+ gold a week just moving around.
I am sure people will say… but I make 1-2 gold an hour farminggggg….. So it is ok to spend 2 hours a week just on teleporting costs?? All that gold could be going back into the community with trade broker purchases, alt toon equipping, crafting…etc etc
If you want to run and help some lowbie friends level low level zones should all be cheap travel (someone else mentioned this) If you want to farm Orr for 1+ gold an hour- paying 5 silver to get there is no big deal.
All of this:
How do you make fights more interesting for large groups of people? Simple: MORE MECHANICS! ^^
Of the top of my head:
- More boss abilities: Examples: Encage players in ice that slowly suffocates them unless helped out. Isolate players in difficult situations. Dungeons and Dragons online has a lot of interesting mechanics in boss fights, like isolating the player and forcing him to fight his own mirror image. Take notes from other games that have good boss fights.
- Bosses with the retaliation boon: Would force players to actually be awake during fights, instead of DPS’ing and then going afk. Now there is a thought.
- Bosses should have a failure scenario: The boss is trying to achieve something. If the boss achieves it, you fail. Atm. you can’t lose. If every player logged out of the boss fight and came back 1 hour later, the boss would still be there… screaming (mostly talking about the dragons here).
- Different AI: Instead of applying the same chaotic AI to every mob (that switches targets like the wind), how about a specific AI for certain mobs. Like maybe a berserker that sticks to one target when aggroed, is immune to CC and won’t stop until the target is completely dead (or it is). DEAD, not downed.
It’s like not a lot of thought has been put into designing the various events, which is really weird considering how long the game has been in development. DPS’ing away and always winning is not an indication of a great combat system.
Ps. Dying is fun. It makes actually beating the event that much more rewarding when it finally happens.
Like a lot of people have said- DPS’ing a dragon foot and evading the occasional foot stomp is sort of “yawn”
Dragon’s mythically speaking are epic creatures, and usually intelligent…… so why do they fight fairly stupid? I have yet to see someone get “bitten”… better yet SWALLOWED and you have to fight your way out from inside while taking dAMAGE FROM STOMACH ACID (ASSUMING YOU WERE NOT BITTEN IN HALF?)… Excuse the random caps lock….
How about we all attack a foot until it falls over then have to go for the head and only head damage actually counts to killing it?
Maybe have them MOVE and not stay in one place (or predictably fly away and come back)
Cause and Effect mechanics maybe requiring some teamwork? Only 3 NPC turrents can take down the dragon but they have to be defended from minions while the dragon has to fended off from a power supply for example…. something creative?
Someone said random timers, but I think that is a bad idea…since an Epic fight needs at least decent #’s….. and there is no server wide chat to call out a random Epic spawn so it will be a fail event or guilds will have campers and use guild chat to rotate events… either way it makes it hard for semi-casual or small guild players… why deny a solo player the ability to chack an approximate spawn time and then try to attend a FUN COMPLICATED event
Diversity in event mechanics would be nice.. not like other MMO’s where it is ok..at 75% he will do x…they at 50 he does y… then at 20% and below he will spam x and y….
A “Whoa… never saw him do THAT before” moment is a good thing… not a nuke type wipe people thing…but something… tail swipe… bite… maybe rage instead of fear where you damage you fellow players for 10 secs?? people would have to stop mindless DPS and be care ful what and how they attack.. no AoE only direct targeting etc…
I have no “answers” but I think this thread has some great suggestions
(edited by GCap.3764)
I don’t think Karma has anything to do with individual progress and it has various uses but none of them affect or unbalance game play. There is no uber strong Karma gear etc. I concur that is should just be one big account Karma “pool”…… It also promotes/benefits leveling alts etc.
I also feel some classes are “better” for certain activities, or perhaps you just like them more? So if you enjoy WvWvW on one toon, and Orr events on another, and maybe dungeons on various toons you can choose where to spend your Karma.
Legendary weapons etc has the same stats as exotics but require Karma etc to craft so why not be able to apply “account” Karma where you see fit?
Like another post said. I can’t see any argument “against” it as far as balance etc and every other in game currency is (thankfully) account bound
I don’t know how it is that you are leveling, or if you are spending Karma as you go??
1st point- I have leveled 3 different classes past 40 and ALL of them had 20k+ in Karma by then just running event chains and doing heart/map completions.
2nd point- more important- You should not be using Karma really (especially 10k+) on a low lvl item you will out-level in hours or a few days at best. End game Karma gear is all 42K a piece and saving for that IMO is a better idea.
Even though the trade broker has been broken a lot- the fact is you can get green master work gear for close to vendor cost at most levels—- or sometime a little higher… but the “cost of ownership” is low- since even though it is “soulbound” you can vendor it when you upgrade and recover most of your initial investment
Karma gear does have slightly different/better stats at times but it isn’t “game changing” especially at level 40
Personally I had a little trouble at super low level with more than one mob just 1 level higher. Once you get to lvl 10/11 you HAVE to upgrade your gear. And again at 20. I use sword/pistol – black powder makes you take no melee damage followed by pistol whip for stun and DPS. When fighting multiple mobs DO NOT let them get behind you- back up so your attacks hit them all. If you pick up a ranged mob use steal if it is up (no initiative cost) to take them out while the melee are finding their way to your new spot. I keep dagger/dagger on my alt set for just melee and death blossom gets all the mobs in FRONT of you. I usually use armor with vitality and add power/vitality stones, but armor with power is ok if you get a decent drop. I run signet of malice for constant heals during the fight and the boost heal if it gets rough. No issues taking down Veteran mobs even with an add or 2 or 3-5 regular mobs even a few levels higher. BUT it does require timing, resource management and running to kite for a minute now and then. It isn’t “easy mode” but it is fun I rarely die unless I port to a ranged and pick up another nearby ranged or go to kite heal and pick up fresh mobs- even then you con sometimes rally from downed.
If you are having PvE issues/deaths make sure you gear is current- add stones all those bonus stats make a big difference at low levels, make sure you have good accessories, add vitality (there is no back up pure heal class to save your squishy butt) Look for the big move animations in mobs and get the heck out of the way. I played Mesmer also and that is just silly easy mode and even ranger with a tank pet requires way less thought. Thief requires you to be attentive, no random button mashing, scout the area for a second before blazing in, but all in all I find it fun and challenging enough where it isn’t frustrating. If I die it is usually because I screwed up. In that sense thief is less forgiving, but easy mode is boring and “grindy”…. Thief is engaging.
Note: for events etc I use short bow for AoE damage credit etc… no matter how mobile we are it is hard to cover that much ground in an event to get enough credit for gold going melee only