Showing Posts For GoreMunz.1590:
Sorrows Furnace Borderland Resort is now open.
Nestled high in the alps to the east is The Hills Keep. The Hills features a lovely vista for your viewing pleasure and a long cliff side path for those romantic midnight walks with your significant other.
To the west is The Bay with a large donut shaped swimming pool with two docks for pool side parties. There are also boat rentals for those who like to fish or just row around the pool.
In the north is the Garrison. A magnificent two story structure featuring two vistas and a large community toilet. The southern vista is often used for high dives into a deep water filled ravine which is all that is left of the lake that was once well known for its pearl diving and feeding the Quaggans. The Quaggan lake was filled in so locals and tourists alike can have fun standing in circles watching the colors change.
The are also four towers for those that prefer smaller quarters and six supply camps where you can frolic with the NPCs. Or have fun playing with the many dolyaks roaming the countryside.
Many tourists and locals have hours of fun playing hide and seek in the keeps and towers.
Last but not least is the JP where you can try your hand at jumping to obtain the keys to open the Enormous Mistwrought Chest. What mystery prize lies in wait for you?
(Venturing into the JP is at your own risk as falling may result in death.)
In the south are two Tourist Info Centers with many souvenir shops and easy access to the borderland and its many attractions.
Just north of the Garrison is the Citadel where the locals hang out. While this area is off limits to tourists, many tourists enjoy camping at its exits waiting for the locals to come out to play.
Bring your family and friends and join in on the fun. Stay for an hour, a day or the weekend. Or take advantage of our discounted 7 day package for maximum fun.
This public service announcement was brought to you by the Borderland Resort Association [BRA].
Commander tools for sub roles and party grouping
Commanders may give a player a sub role but the commander cannot force the player into it. Same with parties. Jack and Jill is in a party because that’s what they want. The commander puts them in separate parties because that’s what he wants. Jack and Jill goes up the hill to leave the squad and reforms their party because that’s what they want. This could turn out to be a waste of time and resources for a complicated UI which is dependent on commander/player cooperation.
Let’s look at parties. When a player starts a party (inviting a player) they become the party leader. The party leader’s dot gets a circle around it or soemthing and only the party leader becomes visible to commanders. The leader can disignate another party member to be the leader. There would have to be a cool down to it so a party does not get into a never ending game of tag your it. If the leader leaves the party the next member in line becomes the leader. Only the party leader can invite players or accept/reject invites to the party. This is similiar to what some games use, Defiance and Final Fantasy (I think) comes to mind.
Commanders and party leaders should be able to invite players as well as kick players from their squad/party.
Commander Events
These should be limited and limited to tagged commanders only. For siege events a third skill could be added to the siege skills to start the event. While your at it how about making the first skill the same as the siege to be dropped. I have seen many players/commanders (including myself) accidentally drop the wrong siege. Having the first skill look like the siege would lessen this.
Tag Colors/Shapes
There are players that may not be able to distinguish between certain colors or shades so tag colors would have to be limited. Likewise for shapes. With the size of the map/mini map tag it can be hard to distinguish between some shapes. Making the tag bigger could result in a blot out the sun effect. Not everybody has 20/20 vision or can see all colors. So I have to say no to colors and shapes unless it is a player option that only the player sees without affecting any other player.
A dropdown list could be added to the party window which displays public commanders. Guild members would see thier guild commanders even when set to private. Add a join squad button with a cool down between clicks so players cannot spam commanders with join requests if the commander does not accept or denies the request. Maybe give commanders the ability to block players. Once a commander is selected, the player can choose the color of the tag and/or shape which only that player sees. This can be stored on the client until the player logs off or gets reset at login. In this way it does not use server resources. The server gives position, the client gives color/shape and every body sees what they want/can see. If players can select the color of their commander there is no need to make all other commanders invisible when joining squad.
Tag auto-sizing can be a player option.
Public, Private, Guild, Strike Team Tags
Three check boxes could be added to the party window, Private, Guild and Strike. When Private is selected only squad members and other commanders can see the tag. Selecting Guild makes private tags visible to guild members whether or not they are in the commanders squad. Selecting Strike changes the tag to a skull or something and limits squad size to 10 or 15. There is no need for separate guild and strike team tags. All commanders should be visible to all commanders all the time. At least in the same map.
Account Bound or Soul Bound
The consensus seems to favor account bound. If it is made account bound then accounts with multiple tags really should be reimbursed for the extra tags.
Account bound or soul bound, as another poster suggested, give the account a commander name. This can be one of their character names or what ever their heart desires. When not tagged up the name tag displays the character name. When tagged up the name tag displays: Commander commander name (character name in parentheses). This allows for character/commander name association. Whenever a commander tags up and does not have a commander name they a prompted to set a name and cannot tag up until a name is set. A Commander Name Change Contract could be added to the gem store to allow for a commander name change, but make it so there is some time period to prevent players from changing names too often.
(edited by GoreMunz.1590)
Commander Gating
There are too many existing commanders to make changes to the cost or method of getting the tag at this stage. Why should new commanders work harder/pay more for something that thousands of other players already have.
Instead, how about a new, higher ranking tag. Call it General, Admiral or Grand Pooba. This is the hard to get tag and requires getting the commander tag first. Make it expensive. In addition to the 100 gold for commander make it at least 300 gold and 300k karma and time gated. Make this tag the same color/shape as karma or something. Since I do very little PvE, the PvEers can expound on that time gate. For WvW the time gate is based on a rank differential starting at 300. A rank 1 commander would need to gain 300 ranks to become a general. With the current system it takes more wxp to get the next rank so the rank differential should shrink accordingly. Using boosters would increase the rank differential discouraging players from trying to speed boost their way to it. This way the time gate will be roughly the same for a rank 2000 or higher commander as it is for a rank 1 commander.
I’m not in favor of adding buffs to any tag, but if an In the Presence of a General (not commander) ability line is added it should be very expensive. More expensive than the supply capacity ability line. Maybe 2 or 3 times (or more) expensive. These buffs should not grant more than a total maximum of 5% to anything.
A commander tutorial could be added but should be optional and repeatable.